Author Topic: AGS 3.5.0 - alpha 7 - next WIP version  (Read 16627 times)

Crimson Wizard

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AGS 3.5.0 - alpha 7 - next WIP version
« on: 21 Feb 2018, 13:52 »
AGS 3.5.0 - Alpha 6

Download 3.5.0 (Alpha 7) as a .zip archive
Download Dark UI Theme for the editor


ACHTUNG!
This is a development version of AGS 3.5.0.
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: 5th of November, 2018
Has all content from AGS 3.4.1.15.

NOTE: this version was previously known as 3.4.2, but we decided to rename it to 3.5.0 to indicate the significance of some changes.


This release is brought to you by:

- Alan v. Drake
- ChamberOfFear
- Crimson Wizard
- Martin Sedlak (new pathfinding)
- morganw
- rofl0r
- tzachs



What is new in 3.5.0

Common features:
 - Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
 - Removed font count limit.
 - Raised imported sprites count limit to 90000* and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).
 - Removed length limit on the Button and TextBox text.

Editor:
 - Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
 - 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.
   These settings are saved in the special roomXXX.crm.user files.
 - Removed Locked property from the Room Object, objects are now locked by the navbar.
 - Split GUI's Visibility property into PopupStyle and Visible properties.
 - Added Clickable, Enabled and Visible properties to GUI Controls.
 - Improved how Room zoom slider works, now supports downscale.
 - 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 display missing games in the "recent games" list.
 - Build autocomplete table a little faster.
 - 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.
 - Fixed rooms not being rebuilt when running game just created from a template.

Script API:
 - Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
 - Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
 - Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
 - Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor, PopupStyle (readonly), PopupYPos.
 - Added Button.TextAlignment and Label.TextAlignment.
 - Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, TextColor.
 - Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
 - Added TextBox.ShowBorder.

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.
 - Prevent game from crashing if there was an attempt to draw text with a non-existing font.
 - Removed restriction preventing GUIs to be larger than the game's screen.
 - Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.
 - 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.
 - Made engine fallback to defaults if config contains invalid game scaling setting.
 - Fixed 'warnings.log' could never be created (was broken in earlier versions).
 - Fixed crash in the Software renderer which was occuring when any other renderers are tried prior to Software one but failed to initialize for any reason.

Linux:
 - Fixes Linux game launch script (fixes issues with itch.io client).

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


KNOWN ISSUES:
- Editor crashes on exit. The crash takes place only after game is saved and window closing and seem to not make it loose any changes.
- New pathfinder sometimes crashes when you order character to move beyond the room limits with eWalkableAreas: https://github.com/adventuregamestudio/ags/issues/523



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 3.5.0 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 3.5.0.
« Last Edit: 05 Nov 2018, 09:48 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.

Cassiebsg

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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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Privateer Puddin'

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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.

Snarky

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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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Crimson Wizard

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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.
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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-)
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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 »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #71 on: 07 Jul 2018, 10:10 »
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).



Sorry to ask again, any luck on prioritizing or working on this, or any progress?
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #72 on: 07 Jul 2018, 12:23 »
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).



Sorry to ask again, any luck on prioritizing or working on this, or any progress?

I was distracted by number of bugs in the 3.4.1, for which plan to release a patch on this weekend (or first days of the next week latest).
After that I will merge 3.4.1 to 3.4.2 again, and finally begin resolving issues in 3.4.2.

Since font limit sounds trivial (need to check again though), that could the first thing.
Other stuff in my personal plans:
1. bugs with the new editor UI which make it hard to work with;
2. properties that cannot be set at runtime.
« Last Edit: 07 Jul 2018, 12:28 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #73 on: 09 Jul 2018, 12:11 »
Here's a test build with unlimited fonts:
https://www.dropbox.com/s/odfqfs0di9ax48d/ags-3.4.2-wip--unlimited-fonts.zip?dl=0

You may copy it over 3.4.2 release.
Warning: it raises project version number, so you won't be able to open same project with previous version after you save.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #74 on: 09 Jul 2018, 14:10 »
First test works, I can up the limit! Now onto testing a tad more!
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #75 on: 09 Jul 2018, 14:21 »
I'm trying to load the project that is using the Speech Plugin https://skydrive.live.com/redir.aspx?cid=a031d4a2c1add700&resid=A031D4A2C1ADD700!111&parid=A031D4A2C1ADD700!110&authkey=!AJ9otK4Z8fEy_9I

And it's giving me an error, when I start the AGSEditor exe, since now I put the dll on the editor's directory.
https://ibb.co/mgUEp8
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #76 on: 09 Jul 2018, 14:31 »
I'm trying to load the project that is using the Speech Plugin https://skydrive.live.com/redir.aspx?cid=a031d4a2c1add700&resid=A031D4A2C1ADD700!111&parid=A031D4A2C1ADD700!110&authkey=!AJ9otK4Z8fEy_9I

And it's giving me an error, when I start the AGSEditor exe, since now I put the dll on the editor's directory.
https://ibb.co/mgUEp8


Is this related to this particular version, or any AGS?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #77 on: 09 Jul 2018, 14:51 »
This happens to this version, other versions of ags prior to 3.4.2 seemed to have no issues.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #78 on: 09 Jul 2018, 14:56 »
The error appears when the editor loads, not when I'm trying to load a project, the speech plugin seems to be denied.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #79 on: 09 Jul 2018, 15:08 »
The error message seem to refer to difference in .NET Framework versions. This wip version now uses .NET Framework 4.0, previous ones used 2.0.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #80 on: 09 Jul 2018, 15:21 »
So would installing 4.0 fix this?
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #81 on: 09 Jul 2018, 15:23 »
I have 4.6 installed
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #82 on: 09 Jul 2018, 15:26 »
I wonder if it needs a specific thing out of framework 4.0
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #84 on: 09 Jul 2018, 15:52 »
It is, fixed that thankfully, but now getting this

https://ibb.co/eSoACT
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #85 on: 09 Jul 2018, 16:26 »
It is, fixed that thankfully, but now getting this

https://ibb.co/eSoACT

I do not know why plugin is counted "mixed assembly", maybe it was referencing AGS.Native.dll? Just a guess.
Plugin's author started coming on forum again recently, perhaps it's a good chance to ask him to look into this too. Maybe plugin has to be upgraded.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #86 on: 09 Jul 2018, 16:43 »
Right, getting a version of the plugin compiled with dotnet 4.0 is probably the best solution.
However, working with the old version might also be possible by setting "useLegacyV2RuntimeActivationPolicy" in the editor's config file (see here: https://stackoverflow.com/questions/6425707/mixed-mode-assembly-is-built-against-version-v2-0-50727-of-the-runtime).
It seems that the editor's config file is not part of the release zip though (I think it should be), but I think (not sure) you can just create an "AGSEditor.exe.config" file and it will be picked up.
So you can try creating that file and putting this inside and see if it works:

Code: Adventure Game Studio
  1. <?xml version="1.0" encoding="utf-8"?>
  2. <configuration>
  3. <startup useLegacyV2RuntimeActivationPolicy="true"><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration>
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #87 on: 09 Jul 2018, 16:54 »
Alright making the AGSEditor.exe.config file with the content that tzachs suggested fixes the issue. It also requires irrKlang.NET2.0.dll but now it works just fine!
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #88 on: 09 Jul 2018, 16:55 »
It also requires irrKlang.NET2.0.dll but now it works just fine!
What does, plugin or AGS Editor?
irrKlang is the audio playing library, I think. irrKlang.NET2.0.dll was used by AGS before, now it supposed to use irrKlang.NET4.dll.
« Last Edit: 09 Jul 2018, 16:57 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #89 on: 09 Jul 2018, 17:08 »
The plugin needs the 2.0.dll
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #90 on: 09 Jul 2018, 17:14 »
Alright this seems to be working!
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #91 on: 11 Jul 2018, 12:16 »
I'm done with 3.4.1 for good, hopefully, and now thinking about fixing UI problems reported here.
To sum up what was mentioned:

1. Character not appearing in room bug, reported by Cassiebsg and Privateer Puddin':
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)
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.

2. Usability issue, reported by Gurok:
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.

3. Another problem(s), reported by Cassiebsg:
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.


Also there was this feature request from eri0o, although that may be a larger task:
A box where I could type which function my game would use for speech, so Dialog, Voice Script and Translations would know :O
But we've discussed very similar thing with Scavenger recently on Discord, and I suddenly realized that implementing this at least for Dialogs may be not that complicated.

But UI fixes go first.

PS. Also, maybe we should rename this version to 3.5.0, because of changes to editor's GUI.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #92 on: 17 Jul 2018, 10:02 »
So, I was looking into problems 1) and 3) from above, and it appears that I'd need to modify some of the tzach's code to make this work correctly.


Technical things aside, my two big questions are:

1) Should the Visible/Locked states be saved in between editor sessions (and room's closing/reopening)? I guess answer is yes...

2) If it should be saved, should this information be saved as a part of the game project, or as a separate "editing state" config? What I mean, game project stores object properties related to the game in Game.agf, but there is another file called Game.agf.user that saves what is called "workspace state" which has some service info about last usage of editor which is not required to build the game itself (I guess we could also move few options, such as "Build Targets" there.
Anyway, the point of having Visible/Locked-in-the-editor setup in a separate config is to specify these properties as non related to the game itself, and if for example game is worked on by multiple users they may have separate design-time configs which are not shared between them when you sync the project.


NOTE: before this new navigation bar was introduced Room Objects already had Locked property that was saved in the room data and kept with the game.
« Last Edit: 17 Jul 2018, 10:55 by Crimson Wizard »

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #93 on: 17 Jul 2018, 10:36 »
I'd say that, if the interface is good and you aren't in the middle of a long-winded task that locks other editor components, you wouldn't expect the state to be saved and restored.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #94 on: 17 Jul 2018, 11:54 »
1) Should the Visible/Locked states be saved in between editor sessions (and room's closing/reopening)? I guess answer is yes...

Yes. Locked in particular (otherwise it's nigh-useless).

2) If it should be saved, should this information be saved as a part of the game project, or as a separate "editing state" config? What I mean, game project stores object properties related to the game in Game.agf, but there is another file called Game.agf.user that saves what is called "workspace state" which has some service info about last usage of editor which is not required to build the game itself (I guess we could also move few options, such as "Build Targets" there.
Anyway, the point of having Visible/Locked-in-the-editor setup in a separate config is to specify these properties as non related to the game itself, and if for example game is worked on by multiple users they may have separate design-time configs which are not shared between them when you sync the project.

Given your explanation, probably the editing state (Game.agf.user). This doesn't seem that important, though; either would be fine.

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #95 on: 17 Jul 2018, 12:52 »
1) Should the Visible/Locked states be saved in between editor sessions (and room's closing/reopening)? I guess answer is yes...
Yes. Locked in particular (otherwise it's nigh-useless).

Personally I would say, saving the state is just a workaround for not being able to open more than one room for editing. If opening up the room data is on the to-do list anyway, and storing settings may restrict any future changes (you'll either have to validate them or drop them all), storing more data just seems to add more restrictions in the long run.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #96 on: 17 Jul 2018, 13:15 »
I'd say that, if the interface is good and you aren't in the middle of a long-winded task that locks other editor components, you wouldn't expect the state to be saved and restored.
Personally I would say, saving the state is just a workaround for not being able to open more than one room for editing.

It seems we have very contradictory views on what user expects from the editor... Nearly every contemporary editor I've seen saves layer visibility in the document - game editors and image editors alike, and I had an impression users usually want to see the scene in the same state they had it when closed editor last time.

Being able to edit several rooms at once does not change much in this regard, because you may close and and reopen editing panes, and restart Editor eventually too.

Does your opinion originate from concern about difficulty of implementation, or you actually do not think having state restored is needed, or even expect these settings to be reset every time you launch the Editor because that complies to your personal work habits?

In the example given above by Cassiebsg she has large objects covering whole room, and she wants them to be invisible in the editor to be able to work with the rest of the room. Without these settings saved every time she opens an editing session she would have to adjust their visibility over and over again.
Same will happen if you want to lock things. Usually people would lock objects that are already in place and should not be touched anymore or edited by mistake.

To slightly adjust my original question: do users expect these settings to be saved in between editing sessions, like in: reopening editor next day?


If opening up the room data is on the to-do list anyway, and storing settings may restrict any future changes (you'll either have to validate them or drop them all), storing more data just seems to add more restrictions in the long run.

I have no idea when opening room data or having multiple rooms at once will be done. If we are to make this state saved only as a temporary solution until these times, they may be saved in a "workstate config", as mentioned above, and later simply discarded. I believe they won't cause much trouble in such case. (I fear more trouble will be caused by implementing this serialization, because you need to sync it with existing rooms...)
« Last Edit: 17 Jul 2018, 13:58 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #97 on: 17 Jul 2018, 14:21 »
Yes, I expect the logic thing is for the editor to remember what I wish locked/unlocked and visible/not visible, even after closing and reopening the editor. (nod)
Having to set it up again every single time is really a pain. 8-0

I think saving it in the user profile is probably best. (nod)
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #98 on: 17 Jul 2018, 14:29 »
Does your opinion originate from concern about difficulty of implementation, or you actually do not think having state restored is needed, or even expect these settings to be reset every time you launch the Editor because that complies to your personal work habits?
I guess that I'm saying, having to store the state is something you would need when applying the changes you need is taking too long or is overly complicated. With the example of hiding multiple objects in a room, I'd rather make it easier to multi select objects and apply any setting, rather than leave awkward controls in place and store the settings to avoid frustration.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #99 on: 17 Jul 2018, 14:50 »
I guess that I'm saying, having to store the state is something you would need when applying the changes you need is taking too long or is overly complicated. With the example of hiding multiple objects in a room, I'd rather make it easier to multi select objects and apply any setting, rather than leave awkward controls in place and store the settings to avoid frustration.

But aren't these are different problems that require different solutions? I did not mean the state saving as a solution to not able to select multiple objects.
When people are working on a game, they may open same room many times. Even if there are not multiple objects that need to be turned off but only one, or if there is a convenient way to multiselect, even then they'd probably rather keep that convenient state saved than change it same way over and over.
« Last Edit: 17 Jul 2018, 15:18 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #100 on: 17 Jul 2018, 14:52 »
morganw, I don't see setting these settings as something you do just for a single room editing session, but rather:

Locked - This is something I would set once I have positioned an object precisely, to ensure that I don't accidentally move it while editing other things in the room. Once this setting is set, I never want it to be unset again (unless I explicitly turn it off). If I come back to the room in two months (to add another object, for example), I expect it to still be locked.

Visible - This is something I would set for objects that wouldn't normally be visible in the room and that cover up important parts of the background (for example, an object that shows an animation of an explosion). If I turn it off, I want it to remain off (unless I explicitly make it visible again), because to do almost any other editing to the room I would otherwise have to turn it off again every time.

Basically, the reasons I flipped these settings in the first place still apply the next time I come back to the room editor, and it would be annoying to have to set them again every time.

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #101 on: 17 Jul 2018, 16:50 »
But aren't these are different problems that require different solutions? I did not mean the state saving as a solution to not able to select multiple objects.
When people are working on a game, they may open same room many times. Even if there are not multiple objects that need to be turned off but only one, or if there is a convenient way to multiselect, even then they'd probably rather keep that convenient state saved than change it same way over and over.
Yes, I think there are probably three separate issues here. I only mention my point of view for storing state, as in my opinion , the workflow issues that make the persistent state desirable are related to only being able to edit one room at a time (so state cannot persist in the tab) and the existing controls are not particular streamlined (changing the settings is too involved a process). If it is easy to implement and doesn't restrict future changes or rolling back to previous versions, then it wouldn't be an issue.

Basically, the reasons I flipped these settings in the first place still apply the next time I come back to the room editor, and it would be annoying to have to set them again every time.
Yes, but to make the settings persist through Editor upgrades this isn't just simple a serialize/deserialize. It would probably have to be linked to the project upgrade process and I don't know if that even considers per project user preferences rather than just project data. Having had to rewrite the whole preference system for the Editor just so I could add an option to suppress a message box, I wouldn't want these new settings to be trivially added and create a similar problem down the line.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #102 on: 17 Jul 2018, 17:27 »
Yes, but to make the settings persist through Editor upgrades this isn't just simple a serialize/deserialize. It would probably have to be linked to the project upgrade process and I don't know if that even considers per project user preferences rather than just project data. Having had to rewrite the whole preference system for the Editor just so I could add an option to suppress a message box, I wouldn't want these new settings to be trivially added and create a similar problem down the line.

The Game.agf.user is loaded through same serialization mechanism as the main game data in Game.agf, that allows using reflection (with help from attributes) to serialize classes.
This mechanism considers possibility of new, deprecated, renamed properties, and the change in the value range (this is also why I was suggesting using it for general preferences earlier). If something is lacking or suboptimal there, it may be improved.
EDIT: entry point is LoadUserDataFile() in AGSEditor.cs. The serializer is class SerializeUtils in AGS.Types.dll.

On the other hand, for rooms we may consider creating separate similar config files, one per room. It's just that since that may clutter project folder, they are better saved in "Rooms" subfolder already, so not sure.



PS. I honestly did not want to discuss implementation details in this "release" thread. I posted here to know user's opinion. Code problems may be discussed in related forum section, or even on github.
« Last Edit: 17 Jul 2018, 18:20 by Crimson Wizard »

Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #103 on: 17 Jul 2018, 19:07 »
If there is already a mechanism to do it, then it isn't an issue. I just didn't want to get locked into the existing controls indefinitely; as a user the workflow is more of a problem to me than restoring the end result.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #104 on: 17 Jul 2018, 19:21 »
If there is already a mechanism to do it, then it isn't an issue. I just didn't want to get locked into the existing controls indefinitely;

No, of course not. This definitely should be saved in such way that makes it possible to even discard if control scheme changes cardinally.

This is also the reason (among few others) I changed my mind on keeping these flags in game classes as I initially thought: while much simplier code-wise, that could become a problem if UI or set of design-time properties changes. So currently I am trying to reimplement tzach's solution into a kind of data table in the Room managers, which corresponds set of editor-only properties to game objects. TBH the current code structure is not perfect for this (receiving updates about object changes is bit clunky), but hopefully I will be able to find good way to sync them.
After that next step will be serialization...
« Last Edit: 17 Jul 2018, 19:25 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #105 on: 17 Jul 2018, 20:33 »
As an "end user", I just want to add that resetting these flags after updating the Editor (new version, if that's what you mean) would not bother me. I doubt most of us don't upgrade the editor several times during the developing of a game for it to become a serious issue. Then again, I'm just doing small games that do not take that long to make, so not sure about devs that want to have the latest release for their big and long developing game (and eventually commercial release, when you might want the best working version).
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #106 on: 18 Jul 2018, 09:11 »
Run into this weird bug, whereas doing

PDAList2.Font=14;

(Pdalist2 is a Listbox) doesn't work. I searched for the entire project (to see if I set .Font on anything), and even put that line on repeatedly_execute_always but it won't go through.
I'm using the "custom version", can't check the specific project on previous versions
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #107 on: 18 Jul 2018, 15:43 »
Also not sure if this is how it's supposed to be but

When I do

if (Game.DoOnceOnly("open cutscenetwo")) {

//code A
}

The code A within the if condition gets to run every time because the if condition always returns true, however when I do

if (Game.DoOnceOnly("open_cutscenetwo")) {

Adding a _ seems to make it work properly!




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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #108 on: 18 Jul 2018, 16:02 »
Run into this weird bug, whereas doing

PDAList2.Font=14;

(Pdalist2 is a Listbox) doesn't work. I searched for the entire project (to see if I set .Font on anything), and even put that line on repeatedly_execute_always but it won't go through.
I'm using the "custom version", can't check the specific project on previous versions

By "doesn't work" you mean font looks do not change, or some error showing up?
What will happen if you do Display("%d", PDAList2.Font) afterwards?
Does this happen only with particular font or any, and does same font apply to ther things like buttons, speech etc?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #109 on: 18 Jul 2018, 16:11 »
Everything else seems to be working fine, I think it's the listbox specifically that I can't change its font in runtime. It's always font 7 (which is the one on the editor). I can't change the font of that listbox in runtime, and there's no other code that reverts it to its original (font 7)
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #110 on: 18 Jul 2018, 16:39 »
Everything else seems to be working fine, I think it's the listbox specifically that I can't change its font in runtime. It's always font 7 (which is the one on the editor). I can't change the font of that listbox in runtime, and there's no other code that reverts it to its original (font 7)

Yes I can confirm that changing ListBox.Font does not work in 3.4.2 Alpha. Changing other GUI fonts seem to work.

This may be related to GUI refactoring too, it was done a while ago. I will investigate.

EDIT: lol, a classic case of naming function argument like class member leads to assigning local variable to itself:
https://github.com/adventuregamestudio/ags/blob/master/Common/gui/guilistbox.cpp#L197
« Last Edit: 18 Jul 2018, 17:23 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #111 on: 18 Jul 2018, 17:21 »
@Dualnames, here is the updated version, with ListBox.Font fixed:
https://www.dropbox.com/s/w5838ngizahlblt/ags-3.4.2-wip2.zip?dl=0


When I do

if (Game.DoOnceOnly("open cutscenetwo")) {

//code A
}

The code A within the if condition gets to run every time because the if condition always returns true, however when I do

if (Game.DoOnceOnly("open_cutscenetwo")) {

Adding a _ seems to make it work properly!

I could not reproduce this, tried in 3.2.1, 3.4.1, 3.4.2. Could you double-check with the updated version?
Also, may be a long shot, but do you use a translation? (Not that it should be translated, but maybe some bug appeared)

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #112 on: 18 Jul 2018, 19:28 »
I doubt all the translators translated it, but i can check maybe the token is invalid if it has spaces within the string?
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #113 on: 18 Jul 2018, 19:34 »
The update fixes the listbox issue! Gonna check on the string as well, see whats up with it.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #114 on: 20 Jul 2018, 18:25 »
I've tried to rewrite Room Editor, hopefully fixing reported problems: one with Character's not appearing in the list, all objects becoming visible at once when a new one is added or renamed, and maybe few others.

https://www.dropbox.com/s/5aeh3oku9d35aeg/ags-3.4.2-wip3-roomed.zip?dl=0

This is work in progress, there may be new bugs, which I will be fixing.

Note, the state of these settings still is not saved in-between edit sessions, this is in TODO list.
« Last Edit: 20 Jul 2018, 18:45 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #115 on: 21 Jul 2018, 18:36 »
I'm pretty sure that if (Game.DoOnceOnly("")) is having some sort of issues cause I used them mostly for stuff that happen when you first load a room, and then I'm being reported issues that are only able to be replicated if the lines within the relative condition are executed again. Is that something that has been fixed on the zip files you just posted?
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #116 on: 21 Jul 2018, 19:14 »
I'm pretty sure that if (Game.DoOnceOnly("")) is having some sort of issues cause I used them mostly for stuff that happen when you first load a room, and then I'm being reported issues that are only able to be replicated if the lines within the relative condition are executed again. Is that something that has been fixed on the zip files you just posted?

No, I did not change anything because I could not reproduce this with the example you've posted earlier. Is there any chance I could get your game for a test?
If not, I may investigate the engine code and see if there is something suspicious.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #117 on: 21 Jul 2018, 21:42 »
I updated the test build another time, link is same:
https://www.dropbox.com/s/5aeh3oku9d35aeg/ags-3.4.2-wip3-roomed.zip?dl=0

Now fixed whole room layer getting reset when you add/rename an object.
Looks like all is working now, but please try out yourselves.

PS. I removed the behavior when Characters, Room Objects and Walkable areas are all were made visible by default. Was not sure if that's really what users asked for, but tzachs simply made it so. Now it's reverted back to old AGS behavior when only background is visible at startup.

When room editor state will be saved all the existing rooms will reopen in the way you left them, but new rooms will begin with only background.
Question: does this still need an option in preferences?
« Last Edit: 21 Jul 2018, 21:52 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #118 on: 22 Jul 2018, 01:16 »
I'm pretty sure that if (Game.DoOnceOnly("")) is having some sort of issues cause I used them mostly for stuff that happen when you first load a room, and then I'm being reported issues that are only able to be replicated if the lines within the relative condition are executed again. Is that something that has been fixed on the zip files you just posted?

No, I did not change anything because I could not reproduce this with the example you've posted earlier. Is there any chance I could get your game for a test?
If not, I may investigate the engine code and see if there is something suspicious.

Is there maybe something to do with translations interfering with gamedo once onlys?
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #119 on: 23 Jul 2018, 12:22 »
I'm 200% there's an issue with GameDoOnceOnly,(I'm using 1327 or so unique tokens, maybe that is an issue), anyhow, I replaced 2 of them, and then 2 others started malfunctioning, so I've made a custom function that does exactly what GameDoOnceOnly does, I'll let you know if that faulters, if it does it's something else.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #120 on: 23 Jul 2018, 12:26 »
I'm 200% there's an issue with GameDoOnceOnly,(I'm using 1327 or so unique tokens, maybe that is an issue), anyhow, I replaced 2 of them, and then 2 others started malfunctioning, so I've made a custom function that does exactly what GameDoOnceOnly does, I'll let you know if that faulters, if it does it's something else.

Is there really no way for you to send me a game? Then I could run it under debugger. If there is some bug in AGS, it could be caused by multiple reasons combined.
If you are worried about your game security, I will just delete it from my pc afterwards (I also don't have spare time to play adventure games now :)).

Otherwise I'd have to have exact steps to reproduce this problems, which are not known at this time, it seems.
Right, I have promised to investigate the engine code, I will try doing that today.

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #121 on: 23 Jul 2018, 21:17 »
Right, I have promised to investigate the engine code, I will try doing that today.

Hmm, alright, I looked there, and don't see anything curious right away.

Couple of notes:
1) The length of the string is limited to 199.
2) Strings are case-sensitive ("DoOnlyOnce" is not equal to "doonlyonce").

It has no connection to translation, or anything else.

PS. By the way, even the manual gives an example with the space in the string:
Quote
if (Game.DoOnceOnly("open cupboard")) {
  GiveScore(5);
}
« Last Edit: 23 Jul 2018, 21:24 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #122 on: 24 Jul 2018, 06:31 »
it's gonna take me a long time to upload, but I will if this reappears, for now I've replaced the function with a custom one.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #123 on: 25 Jul 2018, 06:01 »
I've made a custom function to replace Game.DoOnceOnly and all the related bugs disappeared!
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #124 on: 25 Jul 2018, 09:17 »
I've made a custom function to replace Game.DoOnceOnly and all the related bugs disappeared!

I don't know if you expect me to reply something... Like I said, I cannot do anything without a test case that would let me reproduce this error.

E: May this be a result of restoring a saved game? Did this begin only after upgrading to 3.4.2?
« Last Edit: 25 Jul 2018, 11:47 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #125 on: 25 Jul 2018, 12:35 »
Sorry, if I'm frustrating you, don't intend to do that. The game files are over 4gb, and my upload speed is at 40kbps. This only begun after upgrading to 3.4.2 yes, not the result of a saved game, what seemed to be the case, is that the game seemed to pick 2 instances (the first two of Game.DoOnceOnly) and those didn't work. I can send you the script files, but not the sprite files, if you want.
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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #126 on: 25 Jul 2018, 12:38 »
This only begun after upgrading to 3.4.2 yes, not the result of a saved game, what seemed to be the case, is that the game seemed to pick 2 instances (the first two of Game.DoOnceOnly) and those didn't work. I can send you the script files, but not the sprite files, if you want.

Hmm, yes please, there is a chance the erroneous situation could be recreated from these.

E: Maybe silly question, but did you do "Rebuild all files" after upgrading to 3.4.2?

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #127 on: 25 Jul 2018, 23:27 »
Yes, have done the rebuild all files

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #128 on: 31 Jul 2018, 17:58 »
New update

AGS 3.4.2 - Alpha 3

Zip archive: http://www.mediafire.com/file/5ijbdfd6ydcikpu/AGS-3.4.2-alpha3.zip/file

Common features
 - Removed font limit.

Editor
 - Fixed navigation bar settings in the Room Editor get reset when objects are added/removed/renamed.
 - Fixed characters do not get updated in the Room Editor when their StartingRoom property is changed.
 - Improved how Room zoom slider works, now supports downscale.
 - Build autocomplete table a little faster.
 - Fixed rooms not being rebuilt when running game just created from a template.

Engine
 - Fixed setting ListBox.Font did not work (regression).
 - Prevent game from crashing if there was an attempt to draw text with a non-existing font.

KNOWN ISSUES: Room Editor's navigation bar settings still get reset when you close the room.
« Last Edit: 31 Jul 2018, 20:09 by Crimson Wizard »

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Re: AGS 3.4.2 - alpha 2 - next WIP version
« Reply #129 on: 31 Jul 2018, 18:07 »
* Cassiebsg clicks download link and then runs and gives a big hug to CW!

Thanks for all the hard work. :-D
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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #130 on: 31 Jul 2018, 18:08 »
* Cassiebsg clicks download link and then runs and gives a big hug to CW!

Yeah, well, better try how that works first :P... I had to change quite a lot of things in code there.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #131 on: 31 Jul 2018, 18:41 »
Well. if it works or not is a little besides the point you still put up for the hard work. :)

The bad news is that... ermm... seems to be more broken than it was. :-[
I have opened an older project (Stable Pete) opened one of the rooms, turned on characters & objects.
I locked and hid one of the objects. I added a new object and the hidden object popped back up to being visible... :( But when looking at the list where to pick them, it still shows the object as being locked and hidden. ??? Changing the name of the object also makes the hidden object to become visible (but not the icon state it shows on the drop down menu).

Have not tested more.
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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #133 on: 31 Jul 2018, 21:27 »
Yes, looks like you did. :-D (nod)
Tested and seems to be working as expected. :-D Now it just needs to remember how we left things last time we edited the room. But currently a lot less annoying than versions 2 was. Thanks bunch! (nod)
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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #134 on: 09 Aug 2018, 19:30 »
Test build that saves/loads room editor config:
https://www.dropbox.com/s/pxtn3kffuhod7fv/ags-3.4.2-wip5--roomedsaved.zip?dl=0

Now it saves visible/locked data in extra files called "roomXXX.crm.user" (xml format).
These files are safe to delete, and even break, Editor should simply warn about not being able to restore room state, but continue working as usual.

Please test and see if there are any problems with this.

I will be opening pull request for review soon.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #135 on: 09 Aug 2018, 20:41 »
Will give it a test run tomorrow once I get home from work. (nod)

Thanks again, and hope I don't break it like I usually do. ;) :-[
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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #136 on: 13 Aug 2018, 15:12 »
AGS with PlayOnLinux works quite well, but it has a problem: if you click on Run (F5) the game doesn't start most of the time because Wine gives an error.
To be able to run it, compile it all and execute the setup and press on Save and Run.

Also, sometimes the function selector does not appear.

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #137 on: 13 Aug 2018, 17:49 »
AGS with PlayOnLinux works quite well, but it has a problem: if you click on Run (F5) the game doesn't start most of the time because Wine gives an error.
To be able to run it, compile it all and execute the setup and press on Save and Run.
I've also seen this on WINE, and it seems the file is still being written when the engine tries to open it. I thought it didn't happen on AGS 3.4.2 builds though; which specific version are you seeing this with?

Also, sometimes the function selector does not appear.
There is also an issue the autocomplete on WINE, which I think is also related to having something in the clipboard. Is this what you mean by function selector?

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #138 on: 13 Aug 2018, 21:06 »
AGS with PlayOnLinux works quite well, but it has a problem: if you click on Run (F5) the game doesn't start most of the time because Wine gives an error.
To be able to run it, compile it all and execute the setup and press on Save and Run.
I've also seen this on WINE, and it seems the file is still being written when the engine tries to open it. I thought it didn't happen on AGS 3.4.2 builds though; which specific version are you seeing this with?

Also, sometimes the function selector does not appear.
There is also an issue the autocomplete on WINE, which I think is also related to having something in the clipboard. Is this what you mean by function selector?
I am with the current stable (3.4.1). I don't know if it's the same with 3.4.2.
In the clipboard I don't have anything open, you could be that PlayOnLinux itself is the cause.

I wish I could make a native version of AGS for Linux to get rid of Windows, all the programs I use are open source and AGS is the only one that is not for Linux :_(

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #139 on: 13 Aug 2018, 21:29 »
I am with the current stable (3.4.1). I don't know if it's the same with 3.4.2.
In the clipboard I don't have anything open, you could be that PlayOnLinux itself is the cause.
It would be interesting to see if you had the same issue running the game with 3.4.2. I've found that the Editor's autocomplete would crash on Gnome 3, but I've never been sure that I've got WINE setup correctly.

I wish I could make a native version of AGS for Linux to get rid of Windows, all the programs I use are open source and AGS is the only one that is not for Linux :_(
Yes, me too. The editor itself will actually run, but the majority of the functionality to edit a game are currently in a library that is not cross-platform.

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #140 on: 14 Aug 2018, 15:27 »
I am with the current stable (3.4.1). I don't know if it's the same with 3.4.2.
In the clipboard I don't have anything open, you could be that PlayOnLinux itself is the cause.
It would be interesting to see if you had the same issue running the game with 3.4.2. I've found that the Editor's autocomplete would crash on Gnome 3, but I've never been sure that I've got WINE setup correctly.

I wish I could make a native version of AGS for Linux to get rid of Windows, all the programs I use are open source and AGS is the only one that is not for Linux :_(
Yes, me too. The editor itself will actually run, but the majority of the functionality to edit a game are currently in a library that is not cross-platform.

I tried it on Linux Mint, but PlayOnLinux failed a lot. I don't know how it will go with Debian (or another distro) and a desktop like XFCE or KDE.

I think that for the next versions of the engine they should work on multiplatform (Linux and Mac). That and pass to 64 bits the file where the sprites are stored to remove the restriction of the maximum 2GB. I suppose the core will have to be very fine-tuned, but it will be beneficial for the future.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #141 on: 17 Aug 2018, 16:21 »
pass to 64 bits the file where the sprites are stored to remove the restriction of the maximum 2GB.

I began working on this.

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #142 on: 19 Aug 2018, 01:23 »
Ok I decided to test the AGS 3.4.2. I am on Ubuntu 16.04, used Playonlinux.

The FIRST TIME I opened, I got an Error from Playonlinux/Wine, but I didn't pay attention to it. After clicking ok, the AGS Editor proceed to open normally. Now I can close and open it, and all works.

I created a project using it, I selected Default Template, and it created TWO projects with the name of my project, one called Default Game, and one called new_test_game, but both are the same project?



Other than this I did some more testing and it appears to work. All I have to say is that I REAAAALLY like being able to see Walkable areas together with the characters. This is the greatest thing in here.

Other than this, in all ags versions I have, it doesn't build the Linux version on Wine. I thought this one would be different because you had removed the takeown thing, but somehow something else must be blocking (I don't know yet what though).

Oh yeah, I loaded and built my game successfully. I really like the new Room Editor, it's much much better, being able to hide things is great because I have lots of object that I only use when loading a room and then get rig of them.

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #143 on: 19 Aug 2018, 14:04 »
I created a project using it, I selected Default Template, and it created TWO projects with the name of my project, one called Default Game, and one called new_test_game, but both are the same project?
It was tricky to differentiate between the recent game entries, as the data was just a collections of string (so external to a change of project name). I'm not sure how making a new project would show two entries, but potentially it could have migrated one of them from an old entry, from an older Editor version.

The comparison between entries is pretty basic, for the moment:
https://github.com/adventuregamestudio/ags/blob/master/Editor/AGS.Editor/Entities/EditorPreferences.cs#L58-L61

If it deduplicated by path, the correct project name needs to come from somewhere.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #144 on: 19 Aug 2018, 15:37 »
Actually I had noticed this, but for some reason I had forgotten to mention it. :-[

It does it on windows too (Win7 anyway), in fact it not only duplicated the project names for a new game, but also for the ones that were already done. It only shows on the start window to pick a recent project, it doesn't actually duplicate the folder (unless it's duplicating it some other place other than where I save them...)
There are those who believe that life here began out there...

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #145 on: 19 Aug 2018, 20:45 »
Believe it or not, but it looks like I made support for files over 2GB.

Tested with 4.5 GB of sprites.

Test build: https://www.dropbox.com/s/a2pbghz4zsrfvl8/ags-3.4.2-wip6--64bitfiles.zip?dl=0
Source branch: https://github.com/ivan-mogilko/ags-refactoring/tree/ags3--file64updates

WARNING: this version modifies data format of some files, and you won't be able to use saved sprite file with older editor even if it's smaller than 2GB, so don't open your real project yet without a backup.
« Last Edit: 19 Aug 2018, 20:54 by Crimson Wizard »

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #146 on: 19 Aug 2018, 21:46 »
Hey, when I modify the project, build, and exit, and click yes to save, it crashes PlayOnLinux. Weird thing is doing the same running PlayOnLinux on Debug DOESN'T crash it.

playonlinux log output

Other than this I have no assets to test the limits of more than 2GB :-\ , so I only quickly tested for regressions...

Oh reading the log I get it why it doesn't work the Linux build, instead of just copying the files, AGS creates hardlinks - and fails. I would prefer it just copied the files over - or gave me an option somewhere to do this instead.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #147 on: 19 Aug 2018, 22:19 »
Other than this I have no assets to test the limits of more than 2GB :-\ , so I only quickly tested for regressions...
There is more than just 64-bit file support in this test build, compared to latest officially released one there is also room design state serialization. Is there a way to know better what causes the crash? I do not understand the log, it posts a lot of warnings there.

Oh reading the log I get it why it doesn't work the Linux build, instead of just copying the files, AGS creates hardlinks - and fails. I would prefer it just copied the files over - or gave me an option somewhere to do this instead.
Normally it should fallback to copying if hardlink fails. Again, is it possible to find out at which point in code it fails?

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #148 on: 20 Aug 2018, 09:53 »
Perhaps this explains what I saw, when the file was still being written whilst the engine was trying to open it. It might be the attempt to create a hardlink is triggering a copy as a fallback, but it isn't a blocking operation.

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Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #149 on: 20 Aug 2018, 19:27 »
I have a question: does anyone use this version already to make the real game?

Assuming I may change savegame format a little without assigning it a new version index, breaking saves in this WIP version, because I don't want to keep and support the previous incorrect variant, would that be a problem to anyone?

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #150 on: 21 Aug 2018, 05:18 »
Hey CW, sorry, I really have no idea how to get more insightful logs from playonlinux and wine. I am sea visiting family this week, but once I get home I should probably also test on wine on Mac to see how it's working there too.

I don't know if it was clear, but on Linux the crash I got was after closing ags. Apparently nothing got corrupted, so things are fine, but if something changed on the closing of ags since previous version it would worth a look.

Also I am on 3.4.1 and will be for some time.

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Re: AGS 3.5.0 - alpha 4 - next WIP version
« Reply #151 on: 25 Aug 2018, 19:45 »
Following the previously made suggestions from the few people, this version is now called 3.5.0, and since we decided to drop WinXP support there is a strong reason for a distinct major version.

AGS 3.5.0 - Alpha 4

Zip archive: http://www.mediafire.com/file/9bqybwn6g46hcn7/AGS-3.5.0-alpha4.zip/file

Common features
 - Support for large files: single game package, sprite file, room files now may exceed 2 GB.

Editor
 - Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
 - Fixed editor preferences were saved separately for editor installed in different folders. Now they are shared between all installations of same version of AGS regardless of the program path.
 - Save room editor's design-time config (item Visible and Locked states). These settings are saved in the special roomXXX.crm.user files and loaded when you open room in the editor.
 - Removed Locked property from the Room Object, objects are now locked by the navbar.

Engine
 - SetMouseBounds() no longer crashes the game if it is called with arguments out of range, these parameters are corrected and a warning logged instead.
 - Fixed 'warnings.log' could never be created (was broken somewhere in 3.4.1 probably).


IMPORTANT WARNING: because of added >2GB file support some of the data formats were updated. Most importantly rooms and sprite file will become incompatible with previous versions of the Editor.
Also savegame format changed slightly and I dropped support for the savegames made by 3.4.2, because that version was never actually finalized. That could be get back, but only if it's really-really necessary.

Please make backups of your games before opening them in this version, and tell if something does not load up after this update (except 3.4.2 savedgames).
« Last Edit: 25 Aug 2018, 20:03 by Crimson Wizard »

Re: AGS 3.4.2 - alpha 3 - next WIP version
« Reply #152 on: 27 Aug 2018, 11:52 »
pass to 64 bits the file where the sprites are stored to remove the restriction of the maximum 2GB.

I began working on this.
THANKS! :);-D;-D;-D;-D:-D:-D:-D:-D:-D:-D

Re: AGS 3.5.0 - alpha 4 - next WIP version
« Reply #153 on: 10 Sep 2018, 23:15 »
I recently had trouble to run the existing editor plugin with the 3.5.0 release.
The reason seems to be that all the AGS .net assemblies were changed to strong names. This is a breaking change, as the plugin compiled with an existing assembly (e.g. the plugin references AGS.Types) with a weak name is not compatible with the new one compiled with a strong name (see the following link https://stackoverflow.com/questions/15092577/weak-assembly-changed-to-strong-assembly for more details).

Is there a particular reason the assemblies now use a strong name?

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Re: AGS 3.5.0 - alpha 4 - next WIP version
« Reply #154 on: 13 Sep 2018, 09:12 »
I recently had trouble to run the existing editor plugin with the 3.5.0 release.
The reason seems to be that all the AGS .net assemblies were changed to strong names. This is a breaking change, as the plugin compiled with an existing assembly (e.g. the plugin references AGS.Types) with a weak name is not compatible with the new one compiled with a strong name (see the following link https://stackoverflow.com/questions/15092577/weak-assembly-changed-to-strong-assembly for more details).

Is there a particular reason the assemblies now use a strong name?


I moved the discussion of the strongname and settings problem to the Editor development board, because it may take some time to resolve:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=56457.0

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Re: AGS 3.5.0 - alpha 4 - next WIP version
« Reply #155 on: 16 Sep 2018, 22:47 »
A small note, the latest Alpha 4 made in August has number of mistakes that may prevent building game correctly under certain circumstances: noteably building speech.vox or audio.vox (I was actually surprised no one reported these, but guess not much people actually test this version yet).
I was going to upload an update that fixes them, but decided to wait a few days more to see if the above issue with editor plugins will resolve.
« Last Edit: 16 Sep 2018, 22:50 by Crimson Wizard »

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Re: AGS 3.5.0 - alpha 4 - next WIP version
« Reply #156 on: 19 Sep 2018, 10:50 »
Thanks a lot! :cheesy::cheesy::cheesy::cheesy:
 

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Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #157 on: 19 Sep 2018, 21:06 »
AGS 3.5.0 - Alpha 5

Zip archive: http://www.mediafire.com/file/51bicep52px9ilp/AGS-3.5.0-alpha5.zip/file

Has all content from AGS 3.4.1.14 (Patch 4).

Common features
 - Raised imported sprites count limit to 90000* and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).

Editor
 - (needs more testing) Fixed that existing Editor plugins could not load up with the new Editor.
 - Don't display missing games in the "recent games" list.
 - Fixed crash when deleting a room object.
 - Fixed audio.vox and speech.vox not building correctly.


KNOWN ISSUES: Editor crashes on exit. This may be same bug eri0o reported a short while ago. The crash takes place only after game is saved and window closing and seem to not make it loose any changes.

(*) Technically engine now can handle up to 2 billion of sprites, but there is certain problem that makes non-trivial to allow user to set very large custom index to sprite (for example, have sprites number 1,2,3,4 and then 1000000). For the time being I found compromise in increasing the limit of imported sprites to some reasonable number (still 3 times higher than before). FYI the details of this problem are explained here: https://github.com/adventuregamestudio/ags/pull/499
The total number of sprites (imported + dynamic sprites) are now limited only by number stored in 32-bit signed integer (over 2 billion).
« Last Edit: 19 Sep 2018, 21:21 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #158 on: 22 Sep 2018, 02:32 »
Thanks for taking care of the plugin probllem so quickly. I'll test this next week, based on the other thread, I believe the devised solution would work.
« Last Edit: 22 Sep 2018, 02:58 by SpeechCenter »

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #159 on: 27 Sep 2018, 14:39 »
Just got around to test it with the latest plugin and it works.

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #160 on: 27 Sep 2018, 19:34 »
Thanks for testing!

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #161 on: 30 Sep 2018, 14:12 »
Hello Everyone,

I'm new to AGS and I'm having an error while trying to use two or more backgrounds in the same room (AGS 3.5.0 alpha5).

1) Create a new game
2) Import two or more background in the same room
3) press f5
https://ibb.co/dapQde

4) background can be removed after the error but if the editor is restarted then....
5) press f5
https://ibb.co/dapQde
6) edit room
https://ibb.co/kX2Lde
7) press close
https://ibb.co/kd7gjK



« Last Edit: 30 Sep 2018, 14:28 by Vikram Vicky »

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Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #162 on: 30 Sep 2018, 14:44 »
Hello, Vikram Vicky. I can actually see same error, this means that multiple backgrounds are broken in 3.5.0 WIP version.

Since you are only starting making new game I recommend using latest stable version instead for now, which is AGS 3.4.1:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=56452.0

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #163 on: 30 Sep 2018, 15:38 »
Thank you, Crimson Wizard.
Is there any way to convert text editor of AGS 3.4.1 dark because I can convert AGS 3.4.1 to dark except the text editor...
https://ibb.co/gk3qTe ( AGS 3.4.1 dark using windows color scheme)

The only solution I can think of is using AGS 3.5.0 for coding only and copying that code in AGS 3.4.1.
What do you think? Is there a better way because I need code completion etc etc etc...

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Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #164 on: 30 Sep 2018, 15:54 »
Alright, I'll try to release the fixed version today.

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #165 on: 30 Sep 2018, 15:58 »
Awesome!!!

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Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #166 on: 30 Sep 2018, 17:32 »
This is a (supposedly) fixed editor, you only need to copy files over the 3.5.0:
https://www.dropbox.com/s/08meilogunyyasn/AGS-3.5.0-alpha5--fix.zip?dl=0

There will be proper release post later, in few days perhaps.

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #167 on: 30 Sep 2018, 18:12 »
Thanks a lot, Crimson Wizard.
It's really the greatest welcome someone can get, multiple backgrounds are running smooth.
I was downloading your game when I saw your message.
Thanks again.

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #168 on: 15 Oct 2018, 01:27 »
90k imported sprites and more than 2 GB files? Wow! That was my dream and I knew it that one day my dream would become reality. If I make a new game, I will definitely import more than 30k sprites. Thanks a lot, Crimson.
Proximity Entertainment

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #169 on: 18 Oct 2018, 16:59 »
Is there an installer for 3.5.0 and is it stable enough to begin using for development, I'm approaching the limits of 3.4.1 2GB cap and I've been looking forward to moving over to this to continue development?

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Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #170 on: 19 Oct 2018, 21:34 »
Is there an installer for 3.5.0 and is it stable enough to begin using for development, I'm approaching the limits of 3.4.1 2GB cap and I've been looking forward to moving over to this to continue development?

I haven't made an installer yet, there's only zip archive (linked in the first post), which contents should be enough to run the editor and build Windows version of the game. I may add Linux component and/or Android APK for download if there's demand.

Frankly I do not know how stable it is. I do not make any games with it myself, and have spare time to only test newest added functions, so at most times rely on people's feedback to know if there are any problems. Earlier there were some serious bugs when the room editor got updated, which I fixed, but I haven't heard anything specific from users in the last couple of months.

Most important thing is that this version is still in active development. IDK about other contributors, but I personally have at least two big features planned before final release. Because of that each new update will have a chance to break something. I am ready to fix errors as soon as they are noticed, but since some changes may potentially break game project (making it unusable) my STRONGEST ADVISE is to make a full backup of your game whenever you install a new update of this WIP version.
« Last Edit: 20 Oct 2018, 15:32 by Crimson Wizard »

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #171 on: 20 Oct 2018, 15:55 »
AGS 3.5.0 - Alpha 6

This is a big update to GUI properties, both in the editor and script.

WARNING: makes changes to the game source format, please make a backup of your important game project before using this update!


Zip archive: http://www.mediafire.com/file/31534tckncjped5/AGS-3.5.0-alpha6.zip/file

Has all content from AGS 3.4.1.15 (Patch 4).

Common features
 - Removed length limit on the Button and TextBox text.

Editor
 - Split GUI's Visibility property into PopupStyle and Visible properties.
   NOTE: so instead of selecting "Normal GUI, initially on" and "initally off" you now choose "Normal GUI" then set Visible to whatever you need.
 - Added Clickable, Enabled and Visible properties to GUI Controls.
 - Fixed writing room with multiple backgrounds (regression).

Script API
 - Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
 - Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
   NOTE: Alignment and HorizontalAlignment values are fully compatible, in the sense that you may use either. HorizontalAlignment is made mostly in sake of convenient autocomplete and backwards compatibility.
 - Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
   NOTE: you get TextWindowGUI* pointer using GUI.AsTextWindow property (this works similar to GUIControl.AsButton etc).
 - Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor, PopupStyle (readonly), PopupYPos.
 - Added Button.TextAlignment and Label.TextAlignment.
 - Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, TextColor.
 - Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
 - Added TextBox.ShowBorder.

Engine:
 - Removed restriction preventing GUIs to be larger than the game's screen.
 - Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.

Linux:
 - Fixes Linux game launch script (fixes issues with itch.io client).



KNOWN ISSUES: Editor crashes on exit. This may be same bug eri0o reported a short while ago. The crash takes place only after game is saved and window closing and seem to not make it loose any changes.
Unfortunately, I forgot to investigate this issue, will try to do soon.
« Last Edit: 25 Oct 2018, 14:50 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #172 on: 21 Oct 2018, 15:29 »
IDK about other contributors, but I personally have at least two big features planned before final release

Personally, I only want to look at improving tiled sprite import (just the interface, as someone opened a ticket for it).
If you wanted to make a to-do list for release, it would be useful, to check for any overlap.

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #173 on: 21 Oct 2018, 16:07 »
If you wanted to make a to-do list for release, it would be useful, to check for any overlap.

Right, we may use the "Milestone" tag in github issues, I've just created the "3.5.0" milestone that may be assigned to tickets.

Re: AGS 3.5.0 - alpha 5 - next WIP version
« Reply #174 on: 21 Oct 2018, 17:28 »
Is there an installer for 3.5.0 and is it stable enough to begin using for development, I'm approaching the limits of 3.4.1 2GB cap and I've been looking forward to moving over to this to continue development?

Most important thing is that this version is still in active development. IDK about other contributors, but I personally have at least two big features planned before final release. Because of that each new update will have a chance to break something. I am ready to fix errors as soon as they are noticed, but since some changes may potentially break game project (making it unusable) my STRONGEST ADVISE is to make a full backup of your game whenever you install a new update of this WIP version.

Thanks Crimson Wizard I can't think of any bigger feature for AGS to improve on besides allowing users to make bigger games but excited to see how it evolves and begin using it. :)

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #175 on: 21 Oct 2018, 22:55 »
Right, we may use the "Milestone" tag in github issues, I've just created the "3.5.0" milestone that may be assigned to tickets.
Okay, I've added mine. If anyone wants to see the list, it is here.

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #176 on: 22 Oct 2018, 12:36 »
Hello AGS dev team.

First I want to say that you guys have been doing great work, and while I never took the time to really say it, I am very appreciative of the work you have been doing, especially the ones who kept the project going for years when no one was paying attention.

I have a question about this version, which represents the future of AGS. The editor now cannot be run without the latest .NET patch, and we have lost support for an entire OS to have this privilege. Unless these parts are rewritten for future ports, it means these ports would have to be compatible with .NET, having to use something like mono. Is this new direction in the roadmap for the future of AGS? As you know there is monoAGS (AGS.NET) which is completely reliant on Microsoft frameworks. Is this the future of AGS too?

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #177 on: 22 Oct 2018, 13:18 »
The editor now cannot be run without the latest .NET patch, and we have lost support for an entire OS to have this privilege. Unless these parts are rewritten for future ports, it means these ports would have to be compatible with .NET, having to use something like mono. Is this new direction in the roadmap for the future of AGS?

Are you speaking of editor ports (do they exist or are planned?). (Engine nor engine ports never required .NET, and still do not.)
I don't think there is anything new in this direction, developers were continiously talking about porting Editor to Mono years before, so I guess this is where we were aiming at, although the progress was slow.
But neither game source format nor compiled game data have links to .NET, so in theory it's possible to write a program without .NET that would work with exactly same game sources and compile exactly same games.

As you know there is monoAGS (AGS.NET) which is completely reliant on Microsoft frameworks. Is this the future of AGS too?

Hmm, I do not know how to answer this question, not sure what do you imply with it. MonoAGS is completely different program with no relevance to original AGS except for some gameplay concepts. I guess it will develop on its own in the way tzachs wants. Whether it will succeed old AGS and fully replace it depends mostly on what this community will want.
« Last Edit: 22 Oct 2018, 13:44 by Crimson Wizard »

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #178 on: 22 Oct 2018, 13:59 »
Could someone direct me to discussions regarding the new pathfinder? Who has tried it? Has anyone witnessed enhancements? If so, in which specific cases? I know I have small pathfinding issues in some specific rooms of my game and I'm curious if I might fall in the scenarios where there is improvement, or what I should change in my end to fix the issues.
 

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #179 on: 22 Oct 2018, 14:09 »
Could someone direct me to discussions regarding the new pathfinder? Who has tried it? Has anyone witnessed enhancements? If so, in which specific cases? I know I have small pathfinding issues in some specific rooms of my game and I'm curious if I might fall in the scenarios where there is improvement, or what I should change in my end to fix the issues.

Here's a discussion, which includes test results: https://github.com/adventuregamestudio/ags/pull/438, and specifically here I did several tests with unusual walkable areas.

Note that I've found a serious bug recently: https://github.com/adventuregamestudio/ags/issues/523
« Last Edit: 22 Oct 2018, 14:11 by Crimson Wizard »

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #180 on: 01 Nov 2018, 09:49 »
Okay I've tried the editor - incredibly easy and fast, very useuful for viewing several layers at once, exceptional :)

However, I have a suggestion for 'export' function for hotspot/walkbehind/whatever/etc; it's 90% the way there.

I'm trying to convert hotspots/walkable area masks etc. to a new size screen.
My old background was 1024x768; my new background is 1366x768 (this is the 16:9 ratio screen of the old 1024 5:4 size).
The transparent map that the .bmp (or some other format) I'm saving in is not the screen size; instead, it's edges are defined by the limits of the walkbehind/whatever
So all exported resources come out a different size, and also, a different proportion... :/ (position is for my purposes, not important).
When I open them in paint.net, and alter canvas size to be the dimensions of the screen, the eg. hotspot ends up being a different position on-screen (and different proportions).

I don't understand how the proportion problem could have happened; I only increased canvas size, not changed image size.

See my photos for proof:
the widescreen version with too-small hotspot
the original size and hotspot

A simple solution would be to print all hotspots/walkable area/etc. on to one image, that's the size of the screen it came from; and somehow, the correct proportions.

Note: I have only used .bmp images.

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #181 on: 01 Nov 2018, 10:33 »
My old background was 1024x768; my new background is 1366x768 (this is the 16:9 ratio screen of the old 1024 5:4 size).
The transparent map that the .bmp (or some other format) I'm saving in is not the screen size; instead, it's edges are defined by the limits of the walkbehind/whatever
So all exported resources come out a different size, and also, a different proportion... :/ (position is for my purposes, not important).

The purpose of the export operation is to print the actual bitmap as it is stored in the room you export from. It is only wrong if the result does not match the room it is exported from. In other words, for the test you should be able to import the same mask back into the same room and keep the original looks.

Then, if I got it correctly, you are exporting masks from the rooms which had one resolution and then trying to import them into the new rooms that have different resolution (with also different aspect ratio). Is it so, or something else?
If that's the case, correcting proportions is not what the export operation should do, but rather import operation. Because at the time of export the program has no idea what are you going to do with these images (and should not -- that's not its concern to know that).

BTW, you keep saying "screen size", do you actually mean game resolution? I was pretty confused by this earlier.


So all exported resources come out a different size, and also, a different proportion... :/ (position is for my purposes, not important).
When I open them in paint.net, and alter canvas size to be the dimensions of the screen, the eg. hotspot ends up being a different position on-screen (and different proportions).

I don't understand how the proportion problem could have happened; I only increased canvas size, not changed image size.

If you have imported the masks from the 1024x768 room into 1366x768 room without modifying the image size, then it is only logical that proportions do not match the proportions of the background picture. You'd probably need to change mask size, stretching the proportions. But, that really depends on how much your backgrounds have changed. If they are like 1:1 only with different proportions, then stretching original mask should work; maybe will require a bit of adjustment by hand to correct loose pixels.

Could you upload some room (*.crm file) you do export from for me to test it out? Actually - both rooms, a pair of old and new ones.
« Last Edit: 01 Nov 2018, 23:26 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #182 on: 03 Nov 2018, 17:35 »
Crimson, I've been tampering 3.5.0 alpha 5 and I have a problem. How do we draw any line or fill the area in the room editor? Nothing seems to work.  I can draw a filled rectangle but it renders the rectangle too away from my click point.
Proximity Entertainment

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #183 on: 03 Nov 2018, 17:59 »
Crimson, I've been tampering 3.5.0 alpha 5 and I have a problem. How do we draw any line or fill the area in the room editor? Nothing seems to work.  I can draw a filled rectangle but it renders the rectangle too away from my click point.

Nothing has changed in regards to the mask drawing. The room zooming/scrolling code has changed, but I've just tested this in a random game and painting works.
Could you give more details of what you do? What's your game resolution, room size, do you use room zoom? what kind of mask mode are you in and what is the area ID?

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #184 on: 03 Nov 2018, 18:09 »
I've just tried it with patch 6 and the result is the same. There is a huge offset between clicking point and drawing point. Offset amount is like a half of the screen. Drawing tools are broken for walkable areas and regions and hotspots. Walk behinds work properly.

Test resolution : 1920*1080
Room resolution : 1920*1080
Tried with zoom : 100%
Broken modes : Walkable areas, regions. hotspots (ID 1,2,3)
Working modes : Walk behinds
Proximity Entertainment

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #185 on: 03 Nov 2018, 18:23 »
Check this image. The blue line on the roof is mouse position and the other lines below are actual drawn lines. There is a huge gap between them.

https://ibb.co/ct02YL
Proximity Entertainment

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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #186 on: 03 Nov 2018, 18:50 »
Yes, this is technically because in hires games all masks except Walk behinds are 2 times smaller than the room size (has 2 times less resolution/precision).
Probably the coordinate conversion is broken at some point, I am looking into this now.

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #187 on: 03 Nov 2018, 19:39 »
Understood. I can test it after fix if you need me.
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Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #188 on: 04 Nov 2018, 00:28 »
Understood. I can test it after fix if you need me.

Please try following build (copy over latest 3.5.0 installation):
https://www.dropbox.com/s/zune9gln285sozt/AGSEditor-3.5.0.2--roompaintfix.zip?dl=0

There is also one strange issue I noticed, when the editor's scroll position is not 0, the rectangles you paint end up shifted by 1 pixel right/down. Not yet sure if this was also caused by recent changes in this version. This may also be related to coordinate rounding.
« Last Edit: 04 Nov 2018, 00:31 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 6 - next WIP version
« Reply #189 on: 04 Nov 2018, 10:11 »
I pasted them to both patch 5 and patch 6. All drawing tools work now. Rectangle tool draws to 1 pixel right-down as you said. I think you should update these files on patch 6. Thanks for quick update :)
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Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #190 on: 05 Nov 2018, 09:46 »
AGS 3.5.0 - Alpha 7

This is a very small bug-fixing update, mainly  to counter recently found problems with the room editor.

Zip archive: http://www.mediafire.com/file/b0sa0425evh77p2/AGS-3.5.0-alpha7.zip/file

Editor:
- Fixed same game appeared multiple times in the "Recent games" list if the game's title was changed (regression).
- Fixed room masks drawing in the high-resolution games (regression).
- Fixed drawing operations on the room masks were sometimes off by 1 pixel (regression).

Engine:
- Made engine fallback to defaults if config contains invalid game scaling setting.
- Fixed crash in the Software renderer which was occuring when any other renderers are tried prior to Software one but failed to initialize for any reason.



KNOWN ISSUES:
- Editor crashes on exit. The crash takes place only after game is saved and window closing and seem to not make it loose any changes.
- New pathfinder crashes when the destination lies outside of the room: https://github.com/adventuregamestudio/ags/issues/523
« Last Edit: 05 Nov 2018, 10:13 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #191 on: 12 Nov 2018, 22:53 »
Hello Crimson. There are serious problems with the engine:

* The Room pane gets broken over time and you can't access it, and it's too slow, nearly uneditable.
* Object or character images on the room seem bigger than original size, like two times bigger.(in the editor).
* GetWalkableAreaAt script command doesn't work anymore. The engine knows the player is on a walkable area but doesn't execute the command.
* Character.Frame property also seems broken. Whatever the character frame is, the engine thinks it is always true.
Proximity Entertainment

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Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #192 on: 12 Nov 2018, 23:14 »
* The Room pane gets broken over time and you can't access it,
Can you give any details?

and it's too slow, nearly uneditable.
Is this related to the zooming? (it's still may not be optimised for high-resolution games)

* GetWalkableAreaAt script command doesn't work anymore. The engine knows the player is on a walkable area but doesn't execute the command.
Only to make sure, are you passing screen coordinates or room coordinates in there?

* Character.Frame property also seems broken. Whatever the character frame is, the engine thinks it is always true.
Not sure what you mean here? Character.Frame is integer, so its always "true" (in boolean sense) if its above 0. How do you use it?
« Last Edit: 12 Nov 2018, 23:19 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #193 on: 13 Nov 2018, 12:43 »
Okay. Here are details :

* The Room pane on the top of the window gets unselectable over some time. When you select it, nothing happens. Just a window frame that represents the Room window and its inside is blank, or not blank really, its inside is the screen of the last window you visited. It's like an error from Windows 98 era. Do you visualize what I described? If not, I can take a screenshot.

* It's not related to zooming because I tried it with 100% zoom. It's much slower than 3.4.1.

* GetWalkableAreaAt I just migrated my test project from 3.4.1 to 3.5.0 and it was working on 3.4.1. Coordinates are player.x and player.y. I think they are room coordinates?

* I can explain it with an easy example :
Code: Adventure Game Studio
  1. if (cChar.Frame == 35) {
  2. cChar.ChangeView(X);
  3. }

In this simple code, the engine doesn't wait to change the view till the frame number 35. Instead, It changes the view immediately. Whatever the the actual frame number is, the engine thinks It's 35 and executes the command. And believe me, I know what I'm doing :) I didn't test every single script command. There may be more broken scripts like Character.Frame and GetWalkableAreaAt.
Proximity Entertainment

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Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #194 on: 13 Nov 2018, 13:53 »
* GetWalkableAreaAt I just migrated my test project from 3.4.1 to 3.5.0 and it was working on 3.4.1. Coordinates are player.x and player.y. I think they are room coordinates?

According to the manual, GetWalkableAreaAt requires screen coordinates, so in scrolling room it will require adjustment with GetViewportX()/Y().
I will test that myself soon though, I recall we had some problem with detecting walkable areas (although that could have been another version).

* I can explain it with an easy example :
Code: Adventure Game Studio
  1. if (cChar.Frame == 35) {
  2. cChar.ChangeView(X);
  3. }

In this simple code, the engine doesn't wait to change the view till the frame number 35. Instead, It changes the view immediately. Whatever the the actual frame number is, the engine thinks It's 35 and executes the command.

But that's technically impossible if only Character.Frame is not working, it's about how "==" operator is working then, because Character.Frame itself cannot know what number you are comparing to. Either things are completely messed up in the engine, or there is something else in the script that affects that.
Could you for example log the current frame value somewhere, like print on a GUI label and see how it changes?
EDIT: I did a very simple test, which looks like this:
Code: Adventure Game Studio
  1. function repeatedly_execute_always() {
  2.   lblScore.Text = String.Format("Frame: %d", player.Frame);
  3.   if (player.Frame == 6)
  4.   {
  5.     lblScore.Text = lblScore.Text.Append("+");
  6.   }
  7. }
  8.  
This prints character's frame value on label, and adds "+" only if it's particular frame.
« Last Edit: 13 Nov 2018, 14:19 by Crimson Wizard »

Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #195 on: 13 Nov 2018, 14:53 »
Of course, I will check the frames with label to see If they are right and share the results. May be other things cause this. Did you change something in the global script page? I don't have deep knowledge but I feel something is not right about scripting.
Proximity Entertainment

Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #196 on: 13 Nov 2018, 15:26 »
I checked the frames with GUI label and everything looks normal. Probably I messed something in repeatedly_execute. So forget about Char.Frame :smiley:
Proximity Entertainment

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Re: AGS 3.5.0 - alpha 7 - next WIP version
« Reply #197 on: Yesterday at 14:39 »
In theory there is only one big feature left for me to complete, so I will hopefully find more spare time soon and begin fixing all the reported problems.