AGS 2.6 Final - it's that time of year

Started by Pumaman, Sat 11/10/2003 23:46:21

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Pumaman

How large is the EXE file it generated in the Compiled folder? If you try copying that file somewhere else (eg your desktop) and running it from there, does it work then?

Pumaman

Right, RC4 is now up. I'd really like this to be the final release, so therefore could you please abide by the following:

In this thread, now please only report new bugs which affect the 2.6 beta, but which were not in 2.56; or any listed "fixed" bugs in 2.6 which are not really fixed

Any other bugs/problems you find which are also in 2.56, please report in a new thread. Hopefully we can get this thing released before Christmas ;)

Scorpiorus

#202
...another "we are sorry...." one

Exception 0xC0000005
EIP=0x01352870
AGSE v2.60.448

now what I did (the exact sequence of actions):

- run AGS (2.6RC4) editor, started new game (blank template, res: 320x200)
- next opened GUI editor, chose the INVENTORY GUI
- changed the game resolution to 800x600 (via Game -> Set game resolution...)
- next immediately did exit using window cross button (saved all changes)
- then executed the editor once again and loaded that game
- opened GUI editor and selected the INVENTORY GUI

the error poped up then....


AGS 2.6RC4 (build 2.60.448)
Win2k SP4 (desktop at 800x600@32bit)

The only thing is that it didn't happen always... hmm. I noticed that it can't draw the INVENTORY GUI. So if it doesn't occur I quite the editor, re-run it, load the game and chose the INVENTORY GUI again.

P.S. something tells me the crash related to the support of displaying of the high-resolution-GUIs.

Pumaman

Hmm I tried following those steps, but I couldn't make it crash. I tried re-loading the editor and going to the INVENTORY GUI about 15 times and it didn't crash at all.

Just to rule it out, could you remove all plugins from the editor folder and try it again?

If it still doesn't work, perhaps you could upload the test game in case there is something faulty with it that's causing the crash.

Scorpiorus

Quote from: Pumaman on Sun 07/12/2003 17:26:06Just to rule it out, could you remove all plugins from the editor folder and try it again?
No Chris, there are no plugins in the root folder.

QuoteIf it still doesn't work, perhaps you could upload the test game in case there is something faulty with it that's causing the crash.
I wanted to do it at first but then realized it just crashes in whatever new game I create.

Also I managed to test it under Win98 and it didn't happen to me either!  ::)

Btw, the crash doesn't occur in AGS2.56d.

I'll continue my observations on this subject and report if I find something.

~Cheers

marcus

chris said : or any listed "fixed" bugs in 2.6 which are not really fixed

maybe i dont understand it correctly, but why would you like 2.6 to have not really fixed bugs?

TerranRich

Quote* Added Crop Sprite Edges option to sprite manager, to crop the edges off a group of sprites down to the size needed by the largest of them.


AAAHH!! This will save me hours of work, CJ!! Thank you very much!!!! ;D ;D ;D
Status: Trying to come up with some ideas...

juncmodule

Hey Chris, I imported a big black object today and it worked perfectly. No more greys.

thanks!!

later,
-junc

Pumaman

QuoteI wanted to do it at first but then realized it just crashes in whatever new game I create.

Also I managed to test it under Win98 and it didn't happen to me either!

Hmm, that's odd. I'm running Win2k SP4, 800x600x32 as well yet it doesn't happen to me. Does anyone else get this problem at all?

Quotechris said : or any listed "fixed" bugs in 2.6 which are not really fixed

maybe i dont understand it correctly, but why would you like 2.6 to have not really fixed bugs?

Erm I wouldn't, but if there are any then I'd like people to report them.


Scorpiorus

I just moved AGS to the C:\ags folder and it doesn't happen now (at least I was unable to replicate). The previous folder was: C:\_AGS\__RC3a\ags25rc4\ (where it does crash)
Maybe it's because of underscore character. Is it possible?

juncmodule

Are GUI supposed to display flipped images/animations?

Mine doesn't seem to be.

I have one view normal, and another flipped. The animation is called from the game_start function. They both appear as the normal view, although I have double and triple checked and the flipped view does animate, it just doesn't display flipped.

I have even assigned the same animation to other buttons in other GUI's and the same thing happens.

Bug or "feature"? I tend to report a lot of "features"  ;)

later,
-junc

TerranRich

Oh, just a little note: AGS does NOT like importing any graphics whose file name contains the "#" character. I don't know if this was reported already or not, but it's kind of annoying because I named a lot of rooms "Blah Blah View #1", etc.
Status: Trying to come up with some ideas...

SSH

#212
Quote from: terranRICH on Mon 08/12/2003 18:21:11
Quote* Added Crop Sprite Edges option to sprite manager, to crop the edges off a group of sprites down to the size needed by the largest of them.
AAAHH!! This will save me hours of work, CJ!! Thank you very much!!!! ;D ;D ;D

Thanks for this CJ, too! Great. One thing with the "assign sprite to view": it would be handy to have a reminder of which loop is Left, right, up down etc in the listbox for loop choice, but that can wait until 2.61

Also, if you have a totally transparent PNG background, AGS imports it as black if you're not using alphas. It would be nice if there was an option to use the PNG alpha channel to check for a transparent background even if in 16-bit mode.
12

Pumaman

Quotejust moved AGS to the C:\ags folder and it doesn't happen now (at least I was unable to replicate). The previous folder was: C:\_AGS\__RC3a\ags25rc4\ (where it does crash)
Maybe it's because of underscore character. Is it possible?

Hmm, I tried creating a game in a folder with that name and I wasn't able to reproduce the problem there either. Has anyone else come across anything like this?

Quote from: juncmodule on Tue 09/12/2003 15:37:33
Are GUI supposed to display flipped images/animations?

Good point, well spotted - no they don't support that. It's a non-trivial feature to add, so for now I'll just add a note to the AnimateButton section of the manual.

QuoteOh, just a little note: AGS does NOT like importing any graphics whose file name contains the "#" character. I don't know if this was reported already or not, but it's kind of annoying because I named a lot of rooms "Blah Blah View #1", etc.

Yeah it's a known issue, caused by AGS's graphics subsystem so I'm not sure if it's possible to fix. I will however add a friendlier message to the next version explaining why it couldn't import the file.

QuoteThanks for this CJ, too! Great. One thing with the "assign sprite to view": it would be handy to have a reminder of which loop is Left, right, up down etc in the listbox for loop choice, but that can wait until 2.61

As luck would have it, I actually implemented that yesterday so it will be in the final ;)

QuoteAlso, if you have a totally transparent PNG background, AGS imports it as black if you're not using alphas. It would be nice if there was an option to use the PNG alpha channel to check for a transparent background even if in 16-bit mode.

hmm, so are you saying AGS doesn't convert it to a transparent colour, even if Top Left Pixel is selected?



IMPORTANT: A bug has been found with the sprite manager drag-and-drop functionality. If you drag sprites around within the same folder, sometimes it will mess up and corrupt all the sprites. I am working on a fix, but don't use the drag and drop feature if you're working seriously on a game with 2.6

SSH

#214
Quote from: Pumaman on Tue 09/12/2003 22:23:09
QuoteAlso, if you have a totally transparent PNG background, AGS imports it as black if you're not using alphas. It would be nice if there was an option to use the PNG alpha channel to check for a transparent background even if in 16-bit mode.

hmm, so are you saying AGS doesn't convert it to a transparent colour, even if Top Left Pixel is selected?

The problem is that a transparent background (at least when saved out from PSP to PNG) has R 0 G 0 B 0 Alpha: fully transparent. If you have any pure black in your picture, you get R 0 G 0 B 0 Alpha: fully opaque. but top-left-pixel makex BOTH of these transparent in AGS, when I only want the transparent one to be transparent.

12

Pumaman

Ah, I see what you mean. Is it easy to change that behaviour in PSP? AGS's transparency handling routines for importing images currently ignore the alpha channel. I'll add it to my list for a fix though.

Scorpiorus

Quote from: Pumaman on Tue 09/12/2003 22:23:09
Quotejust moved AGS to the C:\ags folder and it doesn't happen now (at least I was unable to replicate). The previous folder was: C:\_AGS\__RC3a\ags25rc4\ (where it does crash)
Maybe it's because of underscore character. Is it possible?

Hmm, I tried creating a game in a folder with that name and I wasn't able to reproduce the problem there either. Has anyone else come across anything like this?
Strange. Anyway due to the way it happens (with hi-res INVENTORY GUI only, somewhat randomly, besides only in Win2k) the crash can be my system specific IMHO. And I don't feel it's that dangerous. I'll keep searching and let you know how it turns out.

~Cheers

edmundito

I found something while reading the manual:

On the text script global variables section, it says:
system.color_depth  The color depth (8 or 16).

I was wondering if that was still the same now that 32 and maybe 24 bits are availabe... doesn't the variable need to be jibbled a bit?

Dave Gilbert

Odd, the graphics get all screwy when displaying a room with different background frames.



As the characters move around, they seem to "paint" the background with the correct colors.

Pumaman

Quote from: netmonkey on Fri 12/12/2003 19:40:40
I found something while reading the manual:

On the text script global variables section, it says:
system.color_depth  The color depth (8 or 16).

Are you sure you're using RC5? I'm sure I updated that bit of the manual.

QuoteOdd, the graphics get all screwy when displaying a room with different background frames.

Hmm, are you using RC5? This problem did affect older betas.
Are you using animated backgrounds, or manually changing the background frame?

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