Author Topic: AGS 3.4.2 - alpha 2 - next WIP version  (Read 3811 times)

Crimson Wizard

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AGS 3.4.2 - alpha 2 - next WIP version
« on: 21 Feb 2018, 13:52 »
AGS 3.4.2 - Alpha 2

Download 3.4.2 (Alpha 2) as a .zip archive
Download Dark UI Theme for the editor


ACHTUNG!
This is a development version of AGS 3.4.2.
Use at your own risk. Please back up any games before opening them in this version of AGS.
New settings in this version may make your project files unusable in previous versions after saving with this version.

Last updated: 20th of May, 2018
Has all content from AGS 3.4.1.13.

This release is brought to you by:

- Alan v. Drake
- ChamberOfFear
- Crimson Wizard
- Martin Sedlak (new pathfinding)
- morganw
- tzachs



What is new in 3.4.2

So far this update is mainly focused on improving the Editor's UI and tidying some things in the engine.

Editor:
 - Editor requires .NET Framework 4.0 to run.
 - Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
 - Added support for custom UI color themes.
 - New navigation bar in the room editor, which allows to select any room object or region for editing, show/hide and lock room objects and regions in any combination.
 - Added "Export mask to file" tool button to the Room Editor.
 - Added "Always"choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
 - Added shortcut key combination (Shift + F5) for stopping a game's debug run.
 - Don't modify filesystem permissions in Compiled directory when compiling the game.
   Editor no longer requires non-standard "takeown.exe" utility.
 - Corrected .NET version query for the anonymous statistics report.
 - Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
 - Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation.
 - Fixed TextWindow GUI's elements could be deleted or moved in the editor with key controls.

Engine:
 - New pathfinder based on the A* jump point search.
 - Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files.
   The engine is still capable of loading older saves, temporarily.
 - Expanded some of the error messages providing more information to end-user and developers.
 - On Linux improved CPU yield function, this supposedly may reduce CPU usage.

Windows:
 - Windows version of AGS is now built with MSVS 2015 and higher.



On color themes

After launching the Editor, go to File - Preferences. In the "Editor Appearance" group box you will find "Color Theme" setting. If you haven't installed any themes yet the selection list will be empty. Press "Import Color Theme" and select appropriate JSON file, containing theme configuration.
Sample color theme: Dark UI Theme.

There is no specification on theme creation yet, but I hope there will be one at some point. For now you may copy and modify existing one. Themes are in JSON format, which you may edit in most simple text editors. If the theme is broken, the editor will report an error and reset to Default theme on startup.
ChamberOfFear also suggested creating a repository for the themes to let people upload their own and improve existing ones, which we may do in a future.



On new navigation bar in the room editor

This was made by tzachs back in 2014, but got into the editor only now. The feature is working, but may need polishing.

Screenshots (warning - big size):
Add spoiler tag for Hidden:




Quoting tzachs (from his old thread) -

- Room Layers

This feature allows you to view (and edit) walkable areas/walk-behinds/hotspots/regions/characters/objects/edges in the same time (as opposed to only seeing one of them at a time, like we've seen before).
Well, not entirely though: walkable areas/walk-behinds/hotspots/regions still can't be seen together (as they use masks and is part of the natives dll so I skipped it for now) but they can be seen along objects, characters, and edges.

- Visibility

Each layer can be made visible/hidden by the push of a button. In addition, for the objects/characters/edges layers each item in the layer can also be made visible/hidden by the push of a button. This will only affect the editor, not the actual game.

- Locking

Each layer can be locked/unlocked by the push of a button. In addition, for each layer, each item in the layer can also be locked/unlocked by the push of a button.
A locked item cannot be moved until it is unlocked, useful to prevent mistakes when designing the room. This will only affect the editor, not the actual game.



On savegame format

AGS 3.4.2 introduces new savegame format. This had to be done for several reasons, mostly internal ones, because existing format was too difficult to maintain and expand.
From the user's perspective, the notable change is that save file will be somewhat smaller, because redundant data is no longer written there (I did some tests in the past, and iirc depending on circumstances the size reduction was about 20-40%, but this awaits confirmation).

The new format is completely non-compatible with the old one. This means that if you run some existing game with the new engine, and save a game, that save can't be loaded by previous engine.
On the other hand, new engine can still load old saves. Old saves support is temporarily and may be removed in future.
Keep these two points in mind if you plan on upgrading existing game to AGS 3.4.2.
« Last Edit: 20 May 2018, 17:49 by Crimson Wizard »

Cassiebsg

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #1 on: 21 Feb 2018, 17:43 »
Ohh... can't wait to try this version, so many goodies I have long longer for! (nod)

Great work everyone and big big thanks!
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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #2 on: 21 Feb 2018, 18:31 »
I can't wait until I come home to try this! Awesome release! :O

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #3 on: 22 Feb 2018, 12:25 »
Nicely done!
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Crimson Wizard

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #4 on: 22 Feb 2018, 14:06 »
So... does it at least run? Still waiting for confirmation (lol).
I have a suspicion that we will need to make some adjustments to make it run on Windows XP, or even maybe make a separate build for Windows XP. Did not try myself yet.

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #5 on: 22 Feb 2018, 17:56 »
I can confirm it runs (on win7 64bit) and reads the dark theme just fine. (nod)
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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #6 on: 22 Feb 2018, 23:46 »
Hey CW! It worked great here!

Steps for Linux using Play On Linux (I use Ubuntu 16.04):
- Create a new Play On Linux drive, I used wine x86 3.1 .
- On Play On Linux, go to the virtual drive, and under Install Components, install Microsoft Core Fonts.
- After, still under Install Components, install dotnet40
- I created a folder in Program Files called Adventure Game Studio 3.4.2
- Copy the downloaded AGS files and extract the content in the Adventure Game Studio 3.4.2 folder.
- I placed the VisualStudioDark.json theme there too.
- On Play On Linux interface, click create shortcut from this virtual drive, select AGSEditor.exe, I named the shortcut AGS342.
- done! Just run the previously created shortcut! 8-)

I added a spoiler tag in the image below because it's big.
Add spoiler tag for Hidden:
342 default theme


with dark theme


(my Wine is emulating Windows XP environment!)
« Last Edit: 22 Feb 2018, 23:52 by eri0o »

Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #7 on: 23 Feb 2018, 20:06 »
I'm testing it with my current game, installed the dark theme and running it on Win 10 64bit.
So far so good!

Cassiebsg

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #8 on: 24 Feb 2018, 21:49 »
Uhm... was trying this, but I got an issue, not sure if it's just me.

I started a new project using the BASS template, change res, color depth, proper alpha blending, imported some sprites, created a few views, created 2 new characters, added them to room 1, change the BG in room 1... thus I now have 3 characters in room yet. Yet in the editor I can only see the original character. 8-0
And yes the characters are on the screen and I added a walkable area. If I run F5 I can move my new character and see the other two.

Edit: Okay, I closed the editor and opened it again. Now the characters are shown in the editor. Using the "rebuild all files" doesn't solve it either. Seems like only restarting the editor does. :~(
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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #9 on: 24 Feb 2018, 21:55 »
Edit: Okay, I closed the editor and opened it again. Now the characters are shown in the editor. Using the "rebuild all files" doesn't solve it either. Seems like only restarting the editor does. :~(

"Rebuild all files" compiles the game and does not affect what you see in the editor, so it's natural that it does not fix anything.

To clarify: in the editor you do not see the characters that you have added to the room until you restart the editor? What about closing and reopening room tab?

Cassiebsg

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #10 on: 24 Feb 2018, 22:47 »
To clarify: Closing and opening the room tab doesn't help. so far only restarting the editor has solved the problem.
Maybe some others could try this just to see if it's just me or a bug?
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Privateer Puddin'

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #11 on: 25 Feb 2018, 00:07 »
My test on it:

Open Room X
Change Character to Room X
Character is not seen on Room X, but you can pick it from the list of characters in Properties for that room
Closing and opening the room tab doesn't show the character

Opening another room and then going back to Room X will now show the character (don't need to restart the editor)

Cassiebsg

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #12 on: 25 Feb 2018, 01:09 »
Funny, I can't choose the character from list either (using the dark theme, if that makes a difference).
But can confirm that opening a new room and then returning will fix the character showing. (nod)
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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #13 on: 25 Feb 2018, 01:17 »
Funny, I can't choose the character from list either (using the dark theme, if that makes a difference).
But can confirm that opening a new room and then returning will fix the character showing. (nod)

Do you mean the list in the upper bar? Does it get shown there after changing rooms?

Cassiebsg

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #14 on: 25 Feb 2018, 01:27 »
I mean the bar where it shows Room > Characters > cName
If I add a new character to the room and open the room, the character will neither be seen nor be available in that drop down list (is there another place to see which characters are in the room?). opening a new room and then returning will show the character in the room and in the list. Removing the character from the room (or moving it to another room) will remove it from the editor show but still show it on the drop down list. Again these are fixed with opening another room and returning.
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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #15 on: 25 Feb 2018, 01:36 »


cMarket moved to Room 1. I can select them from Properties on the right (and their dotted line box is shown on the background) but I can't see them or select them from the Edit this room's > Room > Characters bit that I can once I reload the room

Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #16 on: 01 Mar 2018, 09:09 »
Editor:
 - Editor uses (and requires) .NET 4.0 and C# 6.0.

Does this means that in the new version we'll be scripting in C#? Nice.

Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #17 on: 01 Mar 2018, 10:11 »
Does this means that in the new version we'll be scripting in C#? Nice.

Sorry to disappoint but that's not what that means. It's probably a little open to interpretation since Crimson Wizard mentioned C# version which isn't relevant to the end user. Anyway, the Editor is made in C# .NET, and we recently upgraded the .NET version, so now users need to make sure they have the corresponding .NET version, that's all.

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #18 on: 01 Mar 2018, 10:56 »
I just installed AGS on a fresh Win10 machine, and had to go through an extra step of tracking down and installing .NET 2.0 (which is actually part of the 3.5 package) first. That's the bit that should no longer be needed, since newer versions of Windows cone with newer versions of .NET.

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #19 on: 01 Mar 2018, 13:13 »

I just installed AGS on a fresh Win10 machine, and had to go through an extra step of tracking down and installing .NET 2.0 (which is actually part of the 3.5 package) first. That's the bit that should no longer be needed, since newer versions of Windows cone with newer versions of .NET.

Which version of AGS did you install?
This new version should not be requiring .NET 2.0 anymore, at least not supposed to.
.NET 2.0 is included in 3.5, I think, but it is not included into the higher versions of .NET (4.0+).


Does this means that in the new version we'll be scripting in C#? Nice.

Sorry to disappoint but that's not what that means. It's probably a little open to interpretation since Crimson Wizard mentioned C# version which isn't relevant to the end user. Anyway, the Editor is made in C# .NET, and we recently upgraded the .NET version, so now users need to make sure they have the corresponding .NET version, that's all.

I will rephrase this line in the changes.txt to make it clear we are talking about .NET requirements.

As for scripting in C#, there was a plugin for that once.

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #20 on: 01 Mar 2018, 14:36 »
Sorry if unclear, I was expanding on ChamberOfFear's answer to explain the reason for/benefit of the update.

I was installing AGS v3.4.1 (latest stable). Doing so required me to install .Net 2.0 first. However, 2.0 isn't actually available as a standalone any more: you have to install 3.5, which includes 2.0. The whole process is therefore a bit confusing. I assume that with 3.4.2 I would just have been able to install AGS without any other steps.

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Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #21 on: 01 Mar 2018, 14:38 »
Sorry if unclear, I was expanding on ChamberOfFear's answer to explain the reason for/benefit of the update.

Oh, okay, I thought there was some problem with this version.

Re: AGS 3.4.2 - next WIP version (unstable)
« Reply #22 on: 01 Mar 2018, 17:27 »
Hey guys! ;-D

First of all, congrats for those new cool features! The Dark UI theme and the ability to lock room's layers and individual items brings lots of comfort! Great job! :smiley:

Quick question: as this new alpha focus mainly on the editor and save games, is a game made with this AGS 3.4.2 - Alpha 1 would still be compatible with AGS 3.4.1 - Patch 1 (the latest stable version)?

If not, would you think it's reasonable to start working with this alpha (I guess games made with this version will work on the forthcoming stable AGS 3.4.2)?

I worked with a lot of beta versions previously (from the Custom Resolution build based on 3.3.0 / 3.3.1 to 3.4.1 - Beta 7) and never had any problems or crashes with those versions.

Thanks a lot - and again, congrats for your fantastic job! ;-D
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Re: AGS 3.4.2 - next WIP version
« Reply #23 on: 13 May 2018, 20:18 »
Hmm, somehow I missed this last post in March.

Quick question: as this new alpha focus mainly on the editor and save games, is a game made with this AGS 3.4.2 - Alpha 1 would still be compatible with AGS 3.4.1 - Patch 1 (the latest stable version)?

If you mean, whether it is possible to move back from 3.4.2 to 3.4.1, then probably yes, for now, because there were not any changes to game format. But there is no guarantee that this will remain so.

If not, would you think it's reasonable to start working with this alpha (I guess games made with this version will work on the forthcoming stable AGS 3.4.2)?

I guess that this release may be pretty stable. Actually I just removed "unstable" word from the title, because it may confuse people to think that it is crashing, etc. It's WIP, but should be relatively safe. Then again, even the releases that we call "stable" do have mistakes sometimes.
Also, in theory there are always ways to move your project back to previous version of AGS.

Cassiebsg

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Re: AGS 3.4.2 - next WIP version
« Reply #24 on: 14 May 2018, 13:30 »
I'm building my MAGS on this version, and I just noticed the manual isn't included in the zip... (roll) At first I thought I had accidentally deleted it, but then saw it's not included in the zip... no big deal, I'll just open it from a previous version... just wondered why it wasn't included (morganw suggested it might be cause it's an "unstable/WIP" version...). Just thought I would mentioned it.
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Re: AGS 3.4.2 - next WIP version
« Reply #25 on: 14 May 2018, 13:34 »
just wondered why it wasn't included

The most logical reason is that I forgot to copy the file there.

Re: AGS 3.4.2 - next WIP version
« Reply #26 on: 16 May 2018, 20:03 »
Great job CW as always. Is there a limit of number of module scripts you can create ? Sorry if it was removed before. I couldn't follow it on the previous versions.
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Re: AGS 3.4.2 - next WIP version
« Reply #27 on: 16 May 2018, 20:06 »
Is there a limit of number of module scripts you can create ? Sorry if it was removed before. I couldn't follow it on the previous versions.
It was removed, back in 3.4.0 I think.

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Re: AGS 3.4.2 - next WIP version
« Reply #28 on: 16 May 2018, 22:08 »
I'm too close to launch to update to this WIP version. But hypothetically speaking, if I later decide to upgrade, saves created in 3.4.1 should be compatible (assuming I don't do anything that breaks saves)? That's amazing.

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Re: AGS 3.4.2 - next WIP version
« Reply #29 on: 16 May 2018, 22:11 »
But hypothetically speaking, if I later decide to upgrade, saves created in 3.4.1 should be compatible (assuming I don't do anything that breaks saves)?

3.4.1 --> 3.4.2 saves are compatible, because we are keeping legacy save format for some time, in case someone upgrades the actual game or moves to the new version of engine port.
3.4.2 --> 3.4.1 saves are NOT compatible.
« Last Edit: 16 May 2018, 22:13 by Crimson Wizard »

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Re: AGS 3.4.2 - next WIP version
« Reply #30 on: 16 May 2018, 22:15 »
Yep. That's what I'm talking about. Sweet. Thanks!

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #31 on: 20 May 2018, 17:55 »
I still did not have a chance to look into the reported bug about characters not displayed in the room editor until you reload the room.

Here's the update though.

AGS 3.4.2 - Alpha 2

Zip archive: http://www.mediafire.com/file/r988x5g4rxg5259/AGS-3.4.2-alpha2.zip

Updated with all changes from AGS 3.4.1 - Patch 2. Also brings some new stuff:

Editor
- Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
- Added "Export mask to file" tool button to the Room Editor.
- Added "Always"choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
- Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
- Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation.
- Fixed TextWindow GUI's elements could be deleted or moved in the editor with key controls.

Engine
- New pathfinder based on the A* jump point search. (by Martin Sedlak)
- Expanded some of the error messages providing more information to end-user and developers.
« Last Edit: 20 May 2018, 17:56 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #32 on: 20 May 2018, 18:49 »
- Fixed sprite folders collapsing after assigning sprite to a View frame or an object.

Woohoo! ;-D

Quote
- New pathfinder based on the A* jump point search. (by Martin Sedlak)

Interesting! Does it behave any differently, or is it just a matter of performance?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #33 on: 20 May 2018, 19:15 »
Quote
- New pathfinder based on the A* jump point search. (by Martin Sedlak)

Interesting! Does it behave any differently, or is it just a matter of performance?

Perfomance mostly, it is way faster, but requires few extra MB of memory to build a nodes grid. Probably latter could be optimized on per game basis by implementing some options.

It also fixes certain bugs AGS had with complex walkable areas with lots of curves, but that's may also be because the list of of checkpoints was increased.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #34 on: 21 May 2018, 01:36 »
Do I need anything additional installed for this alpha?

I have .NET Framework 4.0 installed. (and 3.5 / 2.0)

Get this error on opening AGSEditor:



Alpha 1 opens fine.
« Last Edit: 21 May 2018, 01:44 by Privateer Puddin' »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #35 on: 21 May 2018, 02:17 »
1 file was missing, reuploaded.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #36 on: 21 May 2018, 02:27 »
Thanks!

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #37 on: 21 May 2018, 03:23 »
The clickable areas on the new-fangled object/character/everything selector bother me. They're too small to navigate quickly.
I get that it's based on the Windows Explorer address bar, but that is arguably a secondary navigation bar (and I've never found it the mouse navigation intuitive).
Could we have the name and the arrow be one clickable area that shows a menu? The name currently makes it possible to navigate back up the hierarchy, but I don't think that's needed. i.e. There's no specific view associated with having "Room" selected on its own.
I don't know, what do other people think?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #38 on: 21 May 2018, 03:27 »
Could we have the name and the arrow be one clickable area that shows a menu? The name currently makes it possible to navigate back up the hierarchy, but I don't think that's needed. i.e. There's no specific view associated with having "Room" selected on its own.
I don't know, what do other people think?

Yes, I wanted to suggest this too.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #39 on: 21 May 2018, 06:24 »
- New pathfinder based on the A* jump point search. (by Martin Sedlak)

I test it now. New pathfinding is cool. It's similar to way system now. Performance is better too. It's a great update. Thanks a lot guys.
« Last Edit: 21 May 2018, 06:27 by Mehrdad »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #40 on: 21 May 2018, 14:46 »
Uhm... I'll try it on my MAGS game (yes, I'll make a backup of the current state in alpha 1) :)

Some good stuff in here, thanks all involved!
Looking forward to try that pathfinder on this maze.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #41 on: 21 May 2018, 14:55 »
Looking forward to try that pathfinder on this maze.

Testing pathfinder is encouraged! So far it was tested by few people only in limited number of games.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #42 on: 21 May 2018, 15:08 »
Looking forward to try that pathfinder on this maze.

Testing pathfinder is encouraged! So far it was tested by few people only in limited number of games.

Testing as well but is it worth (if feasible) having an editor setting to switch between old and new in case something unexpected pops up later?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #43 on: 21 May 2018, 15:12 »
Testing as well but is it worth (if feasible) having an editor setting to switch between old and new in case something unexpected pops up later?

Hmm... no. :/
It would be possible to restore the old one from the git history if something goes wrong. Then figure out how to make a switch in the engine.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #44 on: 22 May 2018, 11:46 »
Uhm, pathfinder seems to be doing fine

But I just discovered that when you put a new object in a room it turns all objects visible. :~( I also started a blank project and added a BG and a couple sprites, then added them as objects. does the same. This is a very big bother, as I have a few big sprites that cover everything...
Also it's rather annoying that when you create a new object in a room it doesn't automaticly jump to it's settings/properties, so you can name it and adjust it... you need to actively find it in the list of objects and click on it.

EDIT: And seems like changing the Name of the object does the same thing. :~(

EDIT2: Doesn't help to lock the state of the objects either.
« Last Edit: 22 May 2018, 12:01 by Cassiebsg »
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #45 on: 30 May 2018, 21:36 »
Testing as well but is it worth (if feasible) having an editor setting to switch between old and new in case something unexpected pops up later?

Hmm... no. :/
It would be possible to restore the old one from the git history if something goes wrong. Then figure out how to make a switch in the engine.

I've found that switching between the engine builds can leave characters in a different position after walking, with the old pathfinder moving the character further (which was then causing a bounds check to fail). I probably need to re-test without the smooth scrolling module, but the difference in player.x was enough to cause me an issue.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #46 on: 01 Jun 2018, 18:30 »
My "Explore Project" has accidentaly moved out from the right panel, now every time I open AGS editor the pane is placed in the middle, and I need to manually move itback to it's place on the right pane.

Any way to force it to remember where I want it to be? Seems like me just moving it into the correct place and then closing the editor doesn't save settings like it should. :-\
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #47 on: 01 Jun 2018, 19:59 »
I think one of the panels is flagged as a main one, and if that is in a strange position it can make the others go wrong. The settings are now independent of editor version, and get upgraded to the next version (so what you set in 3.4.2 doesn't affect anything older). You can find the user.config file by running this at a command prompt:

Code: DOS
  1. dir /b /s %USERPROFILE%\AppData\Local\AGS\*user.config

Just delete it to reset the settings, although if you can send me a copy I'll double check what the settings are doing.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #48 on: 01 Jun 2018, 20:06 »
The settings are now independent of editor version, and get upgraded to the next version (so what you set in 3.4.2 doesn't affect anything older). You can find the user.config file by running this at a command prompt:

Code: DOS
  1. dir /b /s %USERPROFILE%\AppData\Local\AGS\*user.config

Just delete it to reset the settings, although if you can send me a copy I'll double check what the settings are doing.

Is panel layout also saved to that config file?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #49 on: 01 Jun 2018, 20:27 »
Uhm... :-\

well, deleting the file did nothing to alter the problem. The project window is still opening in the "middle", and the room/scripts I open next will be open in the same pane... (in the middle)... so, still not a solution (and now I learned I have a new stupid named folder on my c drive... :( )

EDIT:
Oh, wait. I just noticed there's a "layout->save" option under Window... I'll try that.

EDIT2: That seems to have done it. (nod) Unless the fact that I reloaded the dark theme at the same time did it... (roll)
« Last Edit: 01 Jun 2018, 20:32 by Cassiebsg »
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #50 on: 01 Jun 2018, 21:19 »
The settings are now independent of editor version, and get upgraded to the next version (so what you set in 3.4.2 doesn't affect anything older). You can find the user.config file by running this at a command prompt:

Code: DOS
  1. dir /b /s %USERPROFILE%\AppData\Local\AGS\*user.config

Just delete it to reset the settings, although if you can send me a copy I'll double check what the settings are doing.

Is panel layout also saved to that config file?

...I may have confused it with the overall window positioning, so possibly not.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #51 on: 01 Jun 2018, 21:21 »
The actual layour file is probably still %USERPROFILE%\AppData\Local\AGS\Layout.xml

Re: AGS 3.4.2 - next WIP version
« Reply #52 on: 01 Jun 2018, 21:32 »
Hmm, somehow I missed this last post in March.

Quick question: as this new alpha focus mainly on the editor and save games, is a game made with this AGS 3.4.2 - Alpha 1 would still be compatible with AGS 3.4.1 - Patch 1 (the latest stable version)?

If you mean, whether it is possible to move back from 3.4.2 to 3.4.1, then probably yes, for now, because there were not any changes to game format. But there is no guarantee that this will remain so.

If not, would you think it's reasonable to start working with this alpha (I guess games made with this version will work on the forthcoming stable AGS 3.4.2)?

I guess that this release may be pretty stable. Actually I just removed "unstable" word from the title, because it may confuse people to think that it is crashing, etc. It's WIP, but should be relatively safe. Then again, even the releases that we call "stable" do have mistakes sometimes.
Also, in theory there are always ways to move your project back to previous version of AGS.

Thanks a lot for your response CW (and again great work!). With the new patch you just released, I think I'm gonna switch to the new WIP version next week :)
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #53 on: 02 Jun 2018, 12:32 »
Thanks a lot for your response CW (and again great work!). With the new patch you just released, I think I'm gonna switch to the new WIP version next week :)

There were a number of inconveniences in new editor interface found since, so idk if that's a good idea until we fix them.

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #54 on: 06 Jun 2018, 18:13 »
There were a number of inconveniences in new editor interface found since, so idk if that's a good idea until we fix them.

Thanks CW ! Maybe I'll wait a bit - tbh, the new interface is pretty cool to manage the parralax effet and the different layers of object, but it's not super urgent, I can wait for a few weeks :) Thanks for your advice :)
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #55 on: 08 Jun 2018, 22:09 »
I've found that switching between the engine builds can leave characters in a different position after walking, with the old pathfinder moving the character further (which was then causing a bounds check to fail). I probably need to re-test without the smooth scrolling module, but the difference in player.x was enough to cause me an issue.
This can happen if you click on a non-walkable area, the new pathfinder tries to get you as close as possible (unlike the old one).
Also the new pathfinder is pixel-perfect, old pathfinder did something like 3x3 pixel downsampling (or actually jumping over 3 pixels - I don't remember exactly),
so even one pixel gap is no longer walkable.
However, I think these features are actually useful and desired - even if it means adjusting game code when switching to the new engine, I hope it's still worth it :)
The new algorithm also does bidirectional path filtering when extracting waypoints, so the final paths should look a bit more natural (especially the last few segments),
old code did something similar but only in forward direction, probably not a big deal and barely noticeable.

The only drawback of the new pathfinder is increased memory usage (traded memory for performance), namely 8 times more than old pathfinder (read 8 bytes per walkable pixel),
so for example if your largest background is 3k times 1k pixels, the old pathfinder used 3 megabytes where the new uses 24.
This is still ok even on todays mobiles unless you use really huge backgrounds, but it's always good to understand the implications.
On the other hand, large (hires) areas is where the new algorithm really shines in terms of performance compared to the old one.

One potential solution would be to use lowres walkable bitmap, saving 4 times the memory by 2x downsampling in each direction, but I've no idea how much work it'd represent
in the editor and pathfinder glue code.
Maybe the best solution would be to switch to navmeshes instead, but this would add new challenges of its own and it would be a substantial amount of work, completely breaking backward compatibility...

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #56 on: 08 Jun 2018, 22:31 »
I've found that switching between the engine builds can leave characters in a different position after walking, with the old pathfinder moving the character further (which was then causing a bounds check to fail). I probably need to re-test without the smooth scrolling module, but the difference in player.x was enough to cause me an issue.
<...>
However, I think these features are actually useful and desired - even if it means adjusting game code when switching to the new engine, I hope it's still worth it :)

The issue here is that sometimes people are upgrading their nearly completed games to the new version of AGS, and they do not want to be surprised by extra work added when they do. So it is fair to warn them about these possible complications.

Also, something that I forgot to consider when reviewing your pull request, if pathfinder acts differently (even if better), there is a slight but real theoretical possibility that some old game breaks, if it were relying on exact places where character walks. We had similar problems in the past (not with pathfinder), when game creators were too much relying on particular quirks of the engine, and when engine got fixed or improved that broke these games. We have couple of places in the engine where less correct behavior had to be simulated under condition that the old game is being run.

Since we decided to split AGS into "backwards compatible" and "future" versions recently, we are currently considering what to do with pathfinder in "compatible" branch: whether to keep your new pathfinder, revert to old one, or have both with a way to switch between them in config.
This is not very critical, in my opinion, since we don't know if there is such game that would be broken by new pathfinder in practice (making it impossible to walkthrough), but has to be decided at some point.
« Last Edit: 08 Jun 2018, 22:35 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #57 on: 10 Jun 2018, 10:58 »
Hi, sorry if this was answered - i was away for a while :)

Is there any plan to implement CW's excellent "typewriter" text animation (ala jrpgs) in a future version of the engine?
Because i am sure it would get a lot of use.

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #58 on: 10 Jun 2018, 11:06 »
Since we decided to split AGS into "backwards compatible" and "future" versions recently, we are currently considering what to do with pathfinder in "compatible" branch: whether to keep your new pathfinder, revert to old one, or have both with a way to switch between them in config.
This is not very critical, in my opinion, since we don't know if there is such game that would be broken by new pathfinder in practice (making it impossible to walkthrough), but has to be decided at some point.
I see, I never thought that the new engine may be used to run old games. For WIP games close to release it's probably never a good idea to switch to new engine anyway,
no matter what has changed.
Of course if a script relies on a certain behaviour of the pathfinder then it can break existing games.
Also since old pathfinder allowed you to walk over 1px/2px gaps in some cases, such games (with incorrect walkable areas) may break as well.
It's impossible to make the new pathfinder behave like the old one simply because it may choose more or less different paths, so if full backward compatibility is a concern,
the only option is to either revert or make the two coexist, because you can never get rid of the old pathfinder in that case.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #59 on: 10 Jun 2018, 12:30 »
Is there any plan to implement CW's excellent "typewriter" text animation (ala jrpgs) in a future version of the engine?
Because i am sure it would get a lot of use.

Personally I was against it, because I always believed the engine should provide basic building blocks and get extended with script modules.
There is too many ways text typing could be customized, too much to add it all to the engine, IMO, so sooner or later you would need a script module anyway.
Perhaps it would be a better option to extend script event system and ease customizing text output in the script. Like allow easier scripting speech speech style, something that we were discussing in the past.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #60 on: 10 Jun 2018, 13:02 »
Ok, thanks 8-)

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #61 on: 10 Jun 2018, 14:11 »
A box where I could type which function my game would use for speech, so Dialog, Voice Script and Translations would know :O

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #62 on: 10 Jun 2018, 15:14 »
A box where I could type which function my game would use for speech, so Dialog, Voice Script and Translations would know :O
Roughly something like that, yes.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #63 on: 12 Jun 2018, 20:03 »
Is there a chance to remove or up the font limit that's currently 30 fonts, it's something that I'd personally really need, cause we're trying to integrate a bunch of translations into a project atm.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #64 on: 12 Jun 2018, 20:10 »
Is there a chance to remove or up the font limit that's currently 30 fonts, it's something that I'd personally really need, cause we're trying to integrate a bunch of translations into a project atm.

Should be trivial, that's strange, no idea why it was not removed yet.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #65 on: 12 Jun 2018, 22:18 »
Not sure if removing the limit it is doable, but please please up it up?
Also can AGS change the text Alignment of a label/button/ui control via code, or no (this is a minor thing, not really that important).

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #66 on: 12 Jun 2018, 22:35 »
Also can AGS change the text Alignment of a label/button/ui control via code, or no (this is a minor thing, not really that important).

Hmm, does not look like it can right now. It's a matter of adding script property and adding variable to save format.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #67 on: 21 Jun 2018, 10:46 »
Would it be possible to update the 9 verb template? The one shipped is a tad outdated. Also I would love to see the Tumbleweed template included as well.

http://shatten.sonores.de/wp-content/uploads/2018/06/9-verb-MI-style_163.zip
http://shatten.sonores.de/wp-content/uploads/2018/06/tumbleweed_1.0.zip

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #68 on: 21 Jun 2018, 12:33 »
I'm updating the existing ones at the moment, the suggestion was to include yours as a submodule.
https://github.com/adventuregamestudio/ags-template-source/issues/2

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #69 on: 21 Jun 2018, 21:30 »
I honestly haven't worked with submodules yet, but from what I've read it seems like a good solution. Of course I'd have to start with using tags, releases and such :)

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #70 on: 21 Jun 2018, 21:49 »
I honestly haven't worked with submodules yet, but from what I've read it seems like a good solution. Of course I'd have to start with using tags, releases and such :)

We could refer to particular commit too, but tags are more user-friendly.

That would be super cool to have a stand-alone game compiler (something that was talked about back in 2011-12), so that we could build all templates from script (like in Python script), but alas...
« Last Edit: 21 Jun 2018, 21:51 by Crimson Wizard »