Author Topic: AGS 3.2 now released!  (Read 14308 times)

Pumaman

  • Creator of AGS
  • I sense danger.
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    • Pumaman worked on one or more games that was nominated for an AGS Award!
AGS 3.2 now released!
« on: 16 Aug 2010, 21:01 »
http://www.adventuregamestudio.co.uk/AGS-3.2.exe

(if you were using the betas, this is the same release as 3.2 Final 5).

If no major issues are reported in the next week or so, I'll create the RAR release and update the website.
« Last Edit: 16 Aug 2010, 21:07 by Pumaman »

Re: AGS 3.2 now released!
« Reply #1 on: 16 Aug 2010, 21:37 »
I love the new AGS, up until last fall I hadn't used AGS since ca 2004. Thanks for all the work you've put into AGS, CJ.
GASPOP software
http://www.gaspop.com

bicilotti

  • Guest
Re: AGS 3.2 now released!
« Reply #2 on: 16 Aug 2010, 22:37 »
Hail to the CJ! I don't use betas, so there's a lot for me here to joy!

We're missing a __filltheblank___ edition, aren't we? ;)

Re: AGS 3.2 now released!
« Reply #3 on: 16 Aug 2010, 22:38 »
Cheers CJ.  Finally good to see you release a final version :)

Dualnames

  • AGS Baker
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    •  
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Re: AGS 3.2 now released!
« Reply #4 on: 17 Aug 2010, 00:05 »
YAY CJ!!  :D
No more military army stuff. I'm alive and back.

Virgil

  • Sacrilicious.
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Re: AGS 3.2 now released!
« Reply #5 on: 17 Aug 2010, 04:31 »
Champagne for all!

Calin Leafshade

  • Long live King Cat!
    • I can help with making music
    • I can help with voice acting
    • Calin Leafshade worked on one or more games that won an AGS Award!
    •  
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Re: AGS 3.2 now released!
« Reply #6 on: 17 Aug 2010, 08:01 »
I don't mean to piss on anyone's strawberries but I may have a slight bug:

when an audioclip is played the volume doesnt seem to be set correctly if you set it immediately after the play command.

I imagine this is because the audioclip is actually played and initialised at the start of the next game loop.

so the following code doesnt seem to work as expected:

Code: [Select]
AudioChannel *chan = aSound1.Play();
chan.Volume = 50;
« Last Edit: 17 Aug 2010, 08:54 by Calin Leafshade »

ThreeOhFour

  • Wild colonial boy.
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Re: AGS 3.2 now released!
« Reply #7 on: 17 Aug 2010, 08:12 »
I've been using it for a while in beta with no problems, but it is still good to see the version released. Congratulations, CJ, and thanks!

cat

  • Mittens Baronet
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Re: AGS 3.2 now released!
« Reply #8 on: 17 Aug 2010, 08:18 »
Congratulations on getting this finally finished! Thanks for your effort!

Dualnames

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Re: AGS 3.2 now released!
« Reply #9 on: 17 Aug 2010, 15:04 »
Quote
* Rewrote audio system. The old number-based sound and music are gone, replaced with new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying, Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount, System.Volume, ViewFrame.LinkedAudio script commands.
* Added option to automatically add side borders when running 4:3 games on widescreen monitors
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
* Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible folder that is not the Save Games folder
* Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image with an odd width/height
* Fixed the editor Preferences window only allowing you to type 5 characters in if you wanted to manually enter a path for the New Game Directory or Import Directory

I can't be thankful enough for those! :P
No more military army stuff. I'm alive and back.

Re: AGS 3.2 now released!
« Reply #10 on: 17 Aug 2010, 15:07 »
Quote
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
Does this mean that AA fonts now work with lucasarts style speech?

Dave Gilbert

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Re: AGS 3.2 now released!
« Reply #11 on: 17 Aug 2010, 16:48 »
Swank!  I love it when a new project coincides with a new official version of AGS.  Downloading...

Re: AGS 3.2 now released!
« Reply #12 on: 17 Aug 2010, 17:32 »
First, thank you CJ. The new audio controls (and everything else) are excellent.

* The generated EXE version information is now set to your Game Name and Developer Name instead of "Adventure Game Studio" and "Chris Jones"

On the general settings, under 'Windows Vista Game Explorer', there isn't a box to type in developer name anymore. Is this deliberate or me being stupid?

Pumaman

  • Creator of AGS
  • I sense danger.
    • Lifetime Achievement Award Winner
    • Pumaman worked on one or more games that was nominated for an AGS Award!
Re: AGS 3.2 now released!
« Reply #13 on: 17 Aug 2010, 23:07 »
I don't mean to piss on anyone's strawberries but I may have a slight bug:

when an audioclip is played the volume doesnt seem to be set correctly if you set it immediately after the play command.
I imagine this is because the audioclip is actually played and initialised at the start of the next game loop.
so the following code doesnt seem to work as expected:

Code: [Select]
AudioChannel *chan = aSound1.Play();
chan.Volume = 50;

This should work fine, what was the initial volume of the channel before you changed it to 50?

Quote
Does this mean that AA fonts now work with lucasarts style speech?

They should do, yes.

Quote
On the general settings, under 'Windows Vista Game Explorer', there isn't a box to type in developer name anymore. Is this deliberate or me being stupid?

It has moved from the 'Vista Game Explorer' section to the main 'Setup' section at the top, since it is no longer solely used by the game explorer.

Calin Leafshade

  • Long live King Cat!
    • I can help with making music
    • I can help with voice acting
    • Calin Leafshade worked on one or more games that won an AGS Award!
    •  
    • Calin Leafshade worked on one or more games that was nominated for an AGS Award!
Re: AGS 3.2 now released!
« Reply #14 on: 18 Aug 2010, 00:02 »
The initial volume would be whatever the default setting is for the audiotype (with the clip set to -1)

But i fiddled with this and it doesnt seem to make any difference. Audiochannel volumes refuse to be set just after playing the clip.

Pumaman

  • Creator of AGS
  • I sense danger.
    • Lifetime Achievement Award Winner
    • Pumaman worked on one or more games that was nominated for an AGS Award!
Re: AGS 3.2 now released!
« Reply #15 on: 24 Aug 2010, 19:54 »
I've tried this but it works fine for me.

What type of audio file are you using?

Calin Leafshade

  • Long live King Cat!
    • I can help with making music
    • I can help with voice acting
    • Calin Leafshade worked on one or more games that won an AGS Award!
    •  
    • Calin Leafshade worked on one or more games that was nominated for an AGS Award!
Re: AGS 3.2 now released!
« Reply #16 on: 24 Aug 2010, 20:05 »
oggs or mp3s.. doesnt seem to make a difference.

I shall test further

Pumaman

  • Creator of AGS
  • I sense danger.
    • Lifetime Achievement Award Winner
    • Pumaman worked on one or more games that was nominated for an AGS Award!
Re: AGS 3.2 now released!
« Reply #17 on: 02 Sep 2010, 22:07 »
Can you provide an example of the problem?

Ghost

  • Guest
Re: AGS 3.2 now released!
« Reply #18 on: 04 Sep 2010, 20:48 »
Runs nice and smooth here- and I have completely missed out on ALL the betas, so I had to test-drive a lot ;)
Superb work, my favourites are the AA TTF and the new music/sound management- sooooo much easier to handle!
Cake for you, CJ!

Re: AGS 3.2 now released!
« Reply #19 on: 04 Sep 2010, 22:24 »
« Last Edit: 04 Sep 2010, 23:27 by xerca »