Right, this is it. This is the full 2.6 build, and unless any serious bugs are found in the next few days, it's the final version.
Changes since Pre-final:
* Fixed speech positioning problem with GUIs Turn Off When Disabled setting.
* Fixed GUIs Turn Off When Disabled not working in v2.6 betas.
* Fixed fade-in problem with 256-colour animated backgrounds in a hi-color game.
Changes since RC5:
* Fixed crash loading a room if anti-alias sprites was enabled and the room palette was corrupt somehow.
* Maybe fixed game hanging on exit on some computers.
Changes since RC4:
* Fixed "Quick import multiple sprites" to use the transparency setting from the Sprite Import window.
* Fixed bug in sprite manager drag-and-drop which could corrupt the sprite folder.
* Fixed GUI buttons being greyed out on Persistent GUIs when "GUIs turn off when interface disabled" was set.
* Fixed sprite folder tree being collapsed after Assign to View or Crop Sprite Edges were used.
Changes since RC3a:
* 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.
* Added GetTextHeight script function; game.top_bar_font variable.
* Fixed black palette entries getting remapped to dark grey in 256-colour sprites.
* Fixed editor crash compiling a script with no right hand side of an operator.
* Fixed editor crash if you deleted the last selected sprite.
* Fixed crash using nested imported function calls in script.
* Fixed built-in inventory window not always being removed properly when it was closed.
* Fixed import rectangle changing size when switching import images if the importer was zoomed in.
* Fixed left pixel of auto-outlined fonts being cut off with some TTF fonts.
Changes since RC3:
* Downscaled 32-bit alpha sprites now have the pixel removed if the alpha is < 50%
* Fixed sprites leaving trails in 15-bit mode.
* Fixed system.screen_height returning 200 even when it was actually running at 240.
Changes since RC2:
* Added ability to re-order sprites within a folder by dragging them around.
* Added AnimateButton and SetCharacterViewOffset text script commands.
* Changed DisplayTopBar to work like DisplaySpeech (ie. animations continue in the background while it is displayed, and it is affected by the Skip Speech settings).
* Fixed New GUI Object drag rectangle being wrong in 640x400 resolution games.
* Fixed problem creating GUI controls if you dragged the rectangle up-left.
* Fixed parser-in-dialog text not being erased when you pressed backspace with the default dialog options display.
* Fixed TintScreen messing up in RC1-2.
Changes since RC1:
* GUI Editor and Font Editor now show full detail in 640x400 games rather than a scaled down version.
* Added ability to manually set X and Y position of GUI controls.
* Improved alignment of portrait with text window when using Sierra-style speech.
* Changed "Assign To View" dialog to allow sprites to be assigned to any possible loop number, and empty loops will be automatically created to reach the specified loop.
* Fixed parser-in-dialog to use the same font as the dialog options.
* Fixed GUI textboxes to not allow the cursor to extend beyond the end of the text box.
* Fixed editor objects pane not displaying hi-res 16-bit sprites properly in 32-bit games.
* Fixed converting a GUI to a text window sometimes corrupting other GUIs.
* Fixed compiler allowing assignment to string in declaration.
Changes since beta 6:
* GUI backgrounds can now be alpha blended. Note that due to the way this works, the overall GUI itself will take on the alpha channel of the background image, so any buttons and text placed on the GUI will also be affected by the background's alpha.
* Speed enhancement for rooms with relatively few objects.
* Added option to Setup to allow the user to run a 32-bit game at 16-bit instead to improve performance. Note that if they use this option, alpha blended pixels will be fully opaque.
* Added plugin API functions MarkRegionDirty, GetMouseCursor, GetRawColorComponents, MakeRawColorPixel, GetFontType, CreateDynamicSprite, DeleteDynamicSprite, and new plugin API hooks AGSE_FINALSCREENDRAW and AGSE_TRANSLATETEXT.
* Added FOLLOW_EXACTLY feature to FollowCharacterEx, to allow you to easily keep a sprite on top of a character.
* Fixed following characters so that if you leave a room, then quickly come back, the following character is still there.
* Fixed multiple sprite import if you imported a specific sprite number that didn't exist.
PLUGIN AUTHORS READ THIS
As part of the speed enhancement, AGS no longer redraws the entire screen every frame; instead, it only redraws the parts that are non-static. If you use the GetRawBitmapSurface plugin API command, you should upgrade your plugin to call the new MarkRegionDirty command on areas of the screen that it changes.
If you leave your plugin as-is, it will still work, but AGS will force a full frame refresh every loop, thus negating the speed improvement. Of course, if your plugin draws over the whole screen (like the snow/rain plugin does), it will have to do a full screen refresh anyway.
CHANGES SINCE 2.56 IN OLDER BETA VERSIONS
Changes since beta 5a:
* Added Quick Import Multiple Sprites and Export All Sprites In Folder options for sprite folders.
* Added "Assign to view" right click option in Sprite Manager, to allow a group of sprites to easily be added to a view.
* Added script names for views, working similarly to GUI and character script names.
* Fixed RawPrint not working correctly in 32-bit colour.
* Fixed idle animations using loops 4-7 of view, even if "No diagonal loops" was set for the character.
Beta 5a just fixes up a couple of things:
* Alpha blended sprites now work as mouse cursors.
* Fixed pixel-perfect click detection not working with alpha blended characters.
* Fixed alpha blended characters disappearing when scaled, tinted or lit.
* Fixed GUI not detecting clicks when it first appears until the mouse moved.
Changes since beta 4:
* Added support for importing PNG and TGA images, and alpha channel support for 32-bit sprites which use them.
* Added 24-bit colour as a backup if 32-bit is not supported by the player's graphics card.
* Added ability to specific character X and Y walking speeds seperately.
* Added GetTextWidth, RawSetColorRGB, SetCharacterSpeedEx text script functions.
* Fixed various issues using 16-bit graphics in 32-bit games.
* Fixed positioning issue with some TTF fonts at 640x400.
Changes since beta 3:
* Added preliminary 32-bit colour support. While I have given it some testing, I'd appreciate feedback on it, as I'm sure there are a few things I've missed which don't work properly.
Changes since beta 2:
* Added SetGUIClickable, SetGUIZOrder text script functions.
* Added GUI Z-order support, so that you can choose which order overlapping GUIs are drawn in.
* Disabled anti-aliasing on text drawn on transparent GUIs, to fix the pink effect.
* Fixed objects 10 and above not being able to move.
* Fixed automatic outlines looking crap in some circumstances.
* Fixed changing room settings not marking room dirty.
* Fixed script editor not properly parsing functions where there was a { character in a string.
* Fixed @overhotspot@ not removing item name if you moved the mouse off of all inventory items but within the inventory GUI.
* Fixed keyboard focus in editor being lost when selecting the GUI editor from the left hand tree.
Changes since beta 1a:
* Added DeleteSprite, LoadImageFile, LoadSaveSlotScreenshot text script functions.
* Added support for saving screenshots into save games.
* Added ability to have only left/right walking frames for characters (just delete all frames in loop 0).
* Added option to automatically outline fonts.
* Changed DisplayTopBar to have extra parameters rather than using global variables.
* Rearranged options on the main Game Settings tab to make the order more logical.
* Added system.vsync script option to smooth full screen scrolling. Note that enabling this will cap your game frame rate at the screen refresh rate.
* IsSpeechVoxAvailable and IsMusicVoxAvailable now return 0 if the user has no sound card or sound is disabled.
* Stopped the user loading in a different room while editing the room script.
* Loading a new room now properly resets the Room Areas undo buffer.
* Increased text script stack size to 4 KB.
* Fixed large memory leak which could cause slow loading and Out of Memory errors in games that used TTF fonts.
* Fixed DisplayTopBar to always make the window wide enough to display the top bar text.
* Fixed editor crash if you used return without a semicolon.
* Fixed crash if game.text_speed was zero (now error out instead).
Detail - room script support for events
You can now have on_key_press and on_mouse_click functions in your room script. If they are present, they will be called first when the user presses a key or clicks the mouse. They can do anything specific to that room. Once that function finishes running, the one in the global script will be called, unless you call ClaimEvent from within the room script function.
This should be useful for making code cleaner and not having to have shedloads of stuff in the global script on_key_press when it only applies to one room.
ALWAYS MAKE A BACKUP COPY OF YOUR GAME BEFORE TRYING OUT AN UNOFFICIAL VERSION.
http://www.agsforums.com/ags_26_final.zip
NO SUGGESTIONS IN THIS THREAD - BETA-RELATED TALK ONLY PLEASE
Yey! Just what we needed :D
I've been waiting for this release since the last final release :D
Chris Almighty.
Another Fast Release. Good Job Chris!
JD
Yes, good. Now translate that crap in the beginning so I can read it. ;)
Quote from: Robert Eric on Sun 12/10/2003 03:15:09
Yes, good. Now translate that crap in the beginning so I can read it. ;)
Yeah. I first thought: "Hey! Isn't this the Italian AGS forum, is it?" I got confused. I pressed the AGS Forums tab again, and went to the thread. Still italian. "Damn. Chris is confusing me", I though. Then I suddenly realized that Chris is God, and can speak the world-language. So he understands it all, so he won't have any problems with me saying this in my language:
Chris? Vet du hva? Jeg tror jeg må på do.... Meeeen.. Det er noe du burde vite, og det er at apekatter bæsjer. Hihi. Hvor tøft det er å snakke norsk til en engelskmann ;D
Anyways... RE, use babelfish ;)
http://babelfish.altavista.com/babelfish/
Quote from: Pumaman on Sat 11/10/2003 23:46:21
Detail - room script support for events
This should be useful for making code cleaner and not having to have shedloads of stuff in the global script on_key_press when it only applies to one room.
i was hoping for that, thanks C,
Just Great! ;D
>>You can now have on_key_press and on_mouse_click functions in your room script.<<
Fantastic! That was one thing i was missing- it will make the whole thing much, much easier. Thanks!
Quote from: Pumaman on Sat 11/10/2003 23:46:21
* Increased max views to 400.
* Increases max objects to 20 per room.
Great! Thanks alot chris jones! I needed some more objects. And it's always handy having some more views! Again a great update!
Ni shi yi ge hao hai zi, CJ!
Thanks for the maximum object increase -- I needed that!
Quote from: Geoffkhan on Sun 12/10/2003 21:17:07
Ni shi yi ge hao hai zi, CJ!
I don't think he's a good boy, he's a good
Pumaman!!!1!!!
Quote* Fixed editor not to allow Test Game feature with DOS-compiled games.
GREEEEEEEEEEEEEAT!1!
Now,
how international this version is? I didn't get it!
hi, anyone else with this problem?
i downloaded the new beta yesterday, i was about to try the new room script support for events, but everytime i tried to open a 'Run Script' to edit it, AGS crashed (no AGS custom crash or report popup win, just the win xp pop window that asks you if you want to send the error data to microsoft), the same happens in all my rooms
i'm using win xp, my game runs and can be edited perfectly under AGS 2.56
anyway it was very late at night so maybe i did something wrong,
i'll check it again today after work, i'll inform you if i still keep getting the crash.
Could you post the contents of your script header file? It's possible that the editor is having trouble parsing it for the autocomplete list.
Gilbot, CJ is a good boy for making such good improvements to AGS. And please don't translate me in the future... :)
Great version, CJ! So many useful things! ;D
These three I most happy about:
Quote*RawDrawFrameTransparent, SetAmbientTint
- day/night transitions and special lightmaps in hicolor
Quote* Added room script support for on_key_press and on_mouse_click, so that the current room can handle the input rather than having it all done by the global script.
- making completely global script independent mini games are possible now.
Quote* Added auto-complete for plugin functions and functions defined in the script header.
- that's just great, improves the code-writing speed sagnificantly!
~Thanks
Quote from: Geoffkhan on Mon 13/10/2003 22:03:34
And please don't translate me in the future... :)
Only if you're not writting in my mother language. ;D
I still don't think he's a good boy...
Hey Chris, i think i found the problem, you're right
the editor is having trouble parsing my script header,
it crashes with this pointless function of mine that has 14 arguments
(in a possibly bad attempt to save coding time lol)
no problem, just removed the function and everything worked great!
anyway i transformed this function into smaller ones,
a lot more easy to remember them, and taking only the arguments they need
just in case here's the function:
import function UBMoveCharCustom(int x, int y, int action, int roomObj, int objStock, int objView, int objLoop, int objFrame, int invItem, int sound, int globalInt, int limitMsg, string faceDir, int charView); ???
Thanks again!
Quote from: Gilbot V7000a on Tue 14/10/2003 05:26:45
Quote from: Geoffkhan on Mon 13/10/2003 22:03:34
And please don't translate me in the future... :)
Only if you're not writting in my mother language. ;D
I still don't think he's a good boy...
I thought my lack of tones would throw you off. Maybe if I learn Cantonese it would annoy you more. :)
Shen me? Chris bu shi yi ge hao hai zi? Wo de tian a!
Quote from: unlimit on Tue 14/10/2003 05:35:43
just in case here's the function:
import function UBMoveCharCustom(int x, int y, int action, int roomObj, int objStock, int objView, int objLoop, int objFrame, int invItem, int sound, int globalInt, int limitMsg, string faceDir, int charView); ???
Ah, that'll be it. Thanks for reporting it, I'll get the crash fixed.
I suggest updating the refference for system limits in the help file.
Currently they list the old limits instead of the later, expanded ones.
QuoteChris? Vet du hva? Jeg tror jeg må på do.... Meeeen.. Det er noe du burde vite, og det er at apekatter bæsjer. Hihi. Hvor tøft det er å snakke norsk til en engelskmann ;D
I second that : )
"Apekatter har helt klart store problemer når det kommer til emnet bærsjing, og vi som et folkeslag burde helt klart være klare over denne problemstillingen. Vi må stille oss positive -og med matpakke- når tiden kommer til at vi skal løse dette problemet."
Eu ainda não consigo acreditar nisto! Dêem um Nobel ao homem, que ele merece!
Chris please change the pages charset to some unicode beecause I can't write Greek
Ελληνικά εδώ
I can't write Greek either, but no charset change is going to cure that.
Anyways, YAY for more objects in a room!
Hi Chris, I downloaded this version and tried to start a new game. after i typed the name in, the prog crashed with a "template error" or something.
when i open the ags now, i also can't start a new game, because if i type a name in, there's just the "back" button, but the "next" button don't react.
Sorry, you'll have to be more specific than "a template error or something" in order for me to find the problem.
With regard to the Next button being disabled, did you read this in the first post in this thread:
QuoteAs usual, some files such as the New Game template and the Setup program are misisng from the beta download - simply copy the files you need from the 2.56 distribution.
Quote from: Broncomatic on Sun 19/10/2003 11:26:07
Hi Chris, I downloaded this version and tried to start a new game. after i typed the name in, the prog crashed with a "template error" or something.
when i open the ags now, i also can't start a new game, because if i type a name in, there's just the "back" button, but the "next" button don't react.
I think I had a similar error.
I suspect you have the beta installed to a different directory then your usual AGS.
Just copy the Blank Game.AGT file into that directory.
Hope this helps.
Actually it's clearly stated in the original post:
QuoteAs usual, some files such as the New Game template and the Setup program are misisng from the beta download - simply copy the files you need from the 2.56 distribution.
This is a beta version, not an official release, hope everyone understand that he's taking a risk in using a possibly unstable programme when trying out a beta version. That missing file stuff is sort of a warning to this fact too.
I noticed that the DisplayTop() command calculates the text width using message length, so there is a problem if the message is shorter than the caption:
DisplayTopBar("Evil wizard", "hey");
~Cheers
Hmm well spotted thanks, I'll get it fixed.
Whoa! With automated outlining, idea of a font editor is absolutely useless. Good work!
btw, is there any way to correct TTF font in low-res
games? Most fonts below size of 12 are unreadable
and don't look good. 640x480 looks much better.
Is the problem in AGS importing or is it just a thing that cannot be fixed?
And -- when importing a font, name of the font has to be typed in instead of clicking on the file name. This could be fixed too, if possible.
TTF fonts do not render well at low resolutions. Turn down Windows to 320x200 and see how size 10 fonts look :P
QuoteAnd -- when importing a font, name of the font has to be typed in instead of clicking on the file name. This could be fixed too, if possible.
This is listed in the manual as a known issue, it cannot be fixed due to the way Explorer works.
Woah!!!! LoadImageFile??? Save a screenshot to the game???
COMI Save dialog, here we come!!!
Good Job Chris!! These have been features a lot of us have been waiting for.
JD
Holy Maccarel!!! Simply outstanding! :o :o :o
I dunno if this is a bug or not....
Since i have uploaded this beta none of my compilied games will boot.
When i click the file it tries to load and then comes up with an error screen saying it cant find the ac2game.dat......normally this is`nt in the compiled folder.......also when i edit a game and press test unless i transfer the ac2game.dat file into the compiled folder the last changes in the editor don`t take affect as the editor has saved that file in the main game folder...
Hope this makes sense....
maybe its something i`m doing....
I love all the new bits ..
When I only change the "player character view" in the room settings, AGS doesn't notice that the room should be saved first before loading the next room. Same for some other room settings (e.g. animation delay).
This was already in 2.56.
Amazing new functions! Awesome work, CJ!
I've tested the outline font generation and it's very useful. Special characters (á,é...)working. Now, create games in other languager than english would be easy.
Thank you very much, CJ.
For free (commercial and not commercial use) ttf fonts, look at:
http://www.larabiefonts.com (http://www.larabiefonts.com)
Awesome. Font outliner. Keep up the good work CJ.
Great work so far!
However, when I try to run my game in the new version, I get a weird error when I click somewhere:
Error: run_text_script1: error - 1 (Runtime error: wrong number of parameters to exported function 'on_mouse_click') running function 'on_mouse_click'
It worked fine in 2.56d though.
EDIT: Nevermind, I fixed it. I had both int button and int gui_mdown in there when defining the on_mouse_click function, but it only seems to trigger an error in the new version.
EDIT 2: Another problem occured... I need int gui_mdown in function interface_click, but it triggers the same error as before when it's there.
EDIT 3: I INTed gui_mdown outside the function (int gui_mdown;), then it worked.
That's great. Font outlining works great (and with Greek chars), screenshots work great (it took me a while to make them work but it is worth the work)
Some suggestions
1.It would be greater if the screenshots were antialised
2.It would be greater if the GUI button properties had a tooltip area for when the mouse is over the button
And a bug (I think there was a relative bug in an older version)
If you have antialised ttf fonts over a transparent gui (bgcolor=0) the letters have a pink outline
I really love that new LoadImageFile feature!
AutoOutlining is great too!
thanks, Chris
P.S.
Oh, and VSYNC will come in handy.
~Cheers
I'm just asking out of interest (there's nothing more I really need at the moment actually), after reading the manual how DeleteSprite() and the load image/screenshot work, I'm curious if the following functions are possible.
1. CreateBlankSprite(int width, int height, int fillcolour);
Creates an exter blank sprite filled with colour fillcolour (-1 for transparent). Returns the sprite slot of the image if successful.
2. RawXXXSprite(int sprnum, parameters);
Basically make most of the BG Raw Draw functions work for dynamically assigned sprites (ie., those created by LoadImageFile(), LoadSaveSlotScreenshot(), CreateBlankSprite(), attempt to draw to other "static" sprites would cause an error).
I think that may be useful and makes the engine much more powerful, don't know if they're worth the effort though.
Quote from: a-v-o on Sun 26/10/2003 19:04:47
When I only change the "player character view" in the room settings, AGS doesn't notice that the room should be saved first before loading the next room. Same for some other room settings (e.g. animation delay).
This was already in 2.56.
Ah, hmm, the Room Settings options don't seem to mark the room as changed. I'll look into it.
Quote
1.It would be greater if the screenshots were antialised
That's a possibility, I'll look into it.
Quote2.It would be greater if the GUI button properties had a tooltip area for when the mouse is over the button
Hmm, built-in tooltips would never quite be customizable enough. You can do it manually with a special GUI and the SetGUIPosition command.
QuoteIf you have antialised ttf fonts over a transparent gui (bgcolor=0) the letters have a pink outline
Aye, this is on my to-fix list. Thanks for reminding me.
QuoteI'm curious if the following functions are possible.
1. CreateBlankSprite(int width, int height, int fillcolour);
That would be very easy to add now, yes. However, for it to be any use it would require:
Quote2. RawXXXSprite(int sprnum, parameters);
Basically make most of the BG Raw Draw functions work for dynamically assigned sprites
which is more difficult. I'll look into how difficult it would be to do.
Actually I think one of the use of these rawdraw on sprite() functions might be useful is that we can create custom character graphics (eg, wear a hat, etc), but even if my suggested functions are implemented, there're still some problems, as you cant control the slot numbers of created sprites, and simply the views in view editor cannot use sprite numbers that are undefined and not determined, so the problem would be back to what I previously asked:
Would it be possible to add an option to the sprites in sprite editor that a sprite be not controlled by the sprite cache feature? That way we can initially assign sprites that can be drawn onto in game.
I don't know if that's still difficult now, if it's too difficult I think we can give way to it and concentrate on some other more important stuffs.
BTW maybe I overlooked, is it true that currently you cannot set whether a sprite created by teh load image/screenshot functions to be hires or lowres? if so I think it would be nice to add this option to it.
Quote* Fixed crash if game.text_speed was zero (now error out instead)
I've realized it's now impossible to set game.text_speed = -1 as well. I used this in order for DisplaySpeechBackground() to show a speech message for the unlimited time. Or is there other way now?
Gilbert: yeah you're right, it's quite a complex thing - this would probably be better discussed as a suggestion in a new thread, it's not something I'll put in 2.57.
Scorpiorus: hmm, if that worked before then it was an unintentional feature ;) game.text_speed has never been documented as accepting negative values, so far as I know. The advised solution for having messages forever is to put a very large value in (eg. 100000) - which ok, might go away if they sit there for an hour, but is probably good enough.
But don't larger values result in a shorter time? The longest delay I was able to achieve was done with the game.text_speed = 1.
Well, actually, knowing the character's position and the sprite height/width I always can create a text overlay instead. But previous solution was that easy... ah..
~Cheers
Hehe erm yes, you're right ;)
I'll adjust the check to just test for 0 rather than <1 so that you can continue as you are.
Hey CJ! Howya doin buddy :) :)
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0042E36C ; program pointer is +6, ACI version 2.57.650, gtags (3,142)
I think it was caused by a Restartgame()
deltamatrix: is that a new problem with beta 3, or does it also happen in 2.56 ?
Chris,
Am I going insane or did we just jump from v2.57Beta3 to v2.6Beta4?
Is this because you added 32Bit Colour support, which is a 'big deal'?
Matt
(Who won't be releasing a game until Chris adds 64bit 3D support ;D )
*Downloading*
When importing sprites, only .bmp and .pcx files are supported.
How can I have my characters with alpha blending borders? Is there a way of doing it (importing a separate mask image or something..) or it's not implemented yet?
There is currently no alpha blending support - I want to get the basics working first :P
QuoteAm I going insane or did we just jump from v2.57Beta3 to v2.6Beta4?
Is this because you added 32Bit Colour support, which is a 'big deal'?
Correct ;)
it happened in 2.57beta 2
I don't think I can recreate da prob now.
The "Adjust speed with scaling" is laggy!!
EDIT: Wait.. I take it back
the 1337 3d1t10n is great!!
There's something wrong with the outlines.
It seems that the bottom of the last line displayed on screen is cut.
That shows with letters like "y , g, q" etc that extend below the tetx's baseline
See it here:
(http://atticwindow.adventuredevelopers.com/Spyros/outlines.gif)
Could you upload a sample font file which demonstrates the problem?
It's the standard windows Comic sans font.
Imported as Ttf and automatically outlined
When will Inferno be released? It looks great!
due low notice I'll post these pics again:
http://www.hot.ee/increator/bad1.gif
And with scaling fonts at 600x400 disabled
http://www.hot.ee/increator/bad2.gif
Hello everyone,
Will it be possible to enhance the auto-outline feature so that we could outline objects and characters, for example like they did in Fallout (during battles)? That would be really useful, even better than what is already done :) !
Mer: that's easy: just use a paint program with anti-aliasing ;)
Seriously, though, I think that this can be done easily already with another view for your object/character, so it would be a bit of a waste of CJ's time to do. However, font editing is much more difficult, so the font outlining is worthwhile.
CJ tends to concentrate on the things that people can't do any other way for new features. Also, having lots of people harass him about a particular feature until he gives in and implements it helps to get things implemented (e.g. 32-bit colour) ;D So I'm starting my campaign:
CJ, I will never use AGS again unless you implement a way to scale a sprite independently in the x and y dimensions of a sprite!
Woa I just checked this game maker out. I like it!!!!!!!!!!!!!!!! :o
:o :o
one problem dude -----> 32 bit graphics arent supported by my laptop. I need 24 bit.
Subliminal
Also could you add 22bit color support?
Spyros: ah well spotted, I'll get it fixed.
InCreator: are you saying that still happens with beta 4? If so, can you upload the font that you're using.
Finally, I don't want to sound like a grumpy old man here, but I take it you guys did read this:
QuoteNO SUGGESTIONS IN THIS THREAD - BETA-RELATED TALK ONLY PLEASE
:P
Major whoops! :-\\
sorry puma.
OMG! Y0|_| 4R35 73|-| |\|00|3!!!!!11
I've just tried the 32 bit color and I must say that everything looks great.
Great work CJ.
One thing I noticed (apologies if it has been mentioned before), is that when I load my previous game (older version), even though it opens ok, the "flipped" animations look damaged (yet the normal ones work perfectly).
Importing them over again fixes the problem.
Just that.
Thanks for the report - yes, currently there are some problems with using 16-bit graphics in a 32-bit game, ie. it should work fine if you start a new 32-bit game and import all graphics and backgrounds at 32-bit.
I am working on fixing it up to allow 16-bit sprites to work in 32-bit games for the next beta.
I don't really know what 32 bit graphics means, but congratulations and thanks, Puamam4n.
Does it mean our previous backgrounds are going to look better or do we need to save them in this format first??
It means your true colour graphics don't get reduced to 16 bit when you import them, which looks better. You'll just have to set the colour depth of your game to 32 bit when you start, and they'll be imported for that colour depth.
The main advantage is on subtle gradients where the relatively low number of colours in 16 bit is obvious:
16 bit:
(http://www.agagames.com/scotch/16-bit.png)
32 bit:
(http://www.agagames.com/scotch/32-bit.png)
(obviously you'll need your screen colour depth to be over 16 bit to see the difference, but most people's are)
Quote from: Goldmund on Wed 12/11/2003 03:11:05
Does it mean our previous backgrounds are going to look better or do we need to save them in this format first??
If they're already imported in a 16bit game, you need to report the graphics in 32bit mode, as when AGSEdit imports them in 16 bit mode, the graphics were already downsampled to 16 bit.
Scotch and Gilbot: great thanks for illuminating this computer ignorant! :)
The example indeed makes a difference.... actually, it will fix some backgrounds in Donna...
so: cool Chris, danke schoen!
What does 32-bit color mean for the file size compared to 16-bit? And how about performance? Is it like 800x600 resolution, something that's supported but not recommended?
I'm wondering the same thing as GG. It would seem to me that 32-bit color is 2^16 times as big as 16-bit color. That would in turn SEEM like it would result in a rather obvious file size increase. However, there's a good chance my understanding of color depths is totally wrong, and in that case I'd love to be corrected.
Doubling the color bitrate means double file size when pictures are saved uncompressed. (Uncompressed file size is simply (number of pixels)*(color bits))
With compression, the gain in file size is less significant (although I don't know if and how images are compressed in AGS)
Quote from: remixor on Wed 12/11/2003 14:54:21
It would seem to me that 32-bit color is 2^16 times as big as 16-bit color.
That would be 1048576-bit color, which you'll probably agree is an intensely silly idea. As Isegrim said, 32-bit images would only be twice as large as 16-bit ones.
As for compression: if CJ uses Allegro's packfile routines, then AGS data files are compressed using the LZSS algorithm, which should work fairly well depending on the image in question.
Yes, 32-bit images are double the size of 16-bit ones. Compression will probably work at about the same ratio as before, so compressed images will be double the size of compressed 16-bit ones.
On the performance side - I'm not sure, it's something I'd like feedback on. It'd be handy if you guys could turn on the FPS display (put Debug(4,1); in game_start) and see how much speed difference there is compared to 16-bit. Bear in mind that for the comparison to be fair, you'd need to be using 32-bit sprites and backgrounds in the 32-bit game.
QuoteI've realized it's now impossible to set game.text_speed = -1 as well. I used this in order for DisplaySpeechBackground() to show a speech message for the unlimited time. Or is there other way now?
Quote from: Pumaman on Fri 07/11/2003 17:07:21
...I'll adjust the check to just test for 0 rather than <1 so that you can continue as you are.
That would be great! High thanks, Chris :)
~Cheers
Thanks Chris, I'll check it out.
Aside from the size/performance thing, will there be any future features that REQUIRE 32-bit, the same way that there are some things we now can only do in 256 color, and other that only work in 16 bit? Things like lightmaps, edge-antialiasing of characters etc. (all of these hypothetical of course), would they work in 16 AND 32 bit, or 32 bit only?
QuoteThat would be great! High thanks, Chris
Done in beta 4, it should work fine now.
QuoteAside from the size/performance thing, will there be any future features that REQUIRE 32-bit, the same way that there are some things we now can only do in 256 color, and other that only work in 16 bit?
32-bit has the same features as 16-bit. The only exception to that will be if alpha channel support for sprites is added, which will only be possible in 32-bit due to the way it works.
alpha transparency on sprites and seperate x and y walk speeds, these two will improve the quality of my ags games so much. AGS is now complete for me :) well, until I come up with some new urgent feature.
I'll test out the alpha sprites today, see how fast they run.
The alpha's are working nicely. Great job CJ.
Although (not in relation to alpha's), I've noticed that AGS loses the mouse focus when in fullscreen. You'd have to click around the screen until you find the area that AGS responds to before the cursor gets back in your control. Keyboard focus still responds as normal though.
Can someone explain about alpha transparency?
Pretty much ditto Spyros. I do not know of its pros.
Alpha refers to the transparency aspect of a scene, object or pixel and usually consist of a 24bit RGB and an 8bit alpha channel allowing for 256 levels of transparency for each pixel in the image.
Benefits of this is it allows a type of anti-aliasing to be applied to the image (prior to on-screen rendering as the anti-aliasing has already been performed on the image when it was saved) and also allows for many different levels of transparency within the one one object (for example, a GUI with a solid border and semi-transparent background).
Edit: Agentloaf got in first >:(
It means that for every pixel of a sprite you can set a transparency level, 256 levels of transparency for each pixel, this means that you can have antialiased edges on characters, and you can have semi transparent objects such as glass windows, there are lots of things you could use it for.
To make the graphics you'll need something like PSP, or photoshop, and draw the graphics on a transparent background, then save in a 32 bit format like png or tga which ags can import. Then you just use them as you would any other sprite.
and if you don't understand what loaf said:
it allows you to have characters with a blurred line for a border instead of always having to have a hard edge
and sprites can go from totally solid to semi transparent to totally transparent
Woah!
That totally rocks!
Scotch has very nicely put together an alpha blending test game. Could everyone please try it out and report what frame rate you get (along with your CPU speed and graphics card):
http://www.agsforums.com/Alpha32.zip
This also demonstrates visually what alpha blending is - look around the edges of the character, and walk behind the window at the back of the room and you can see the effect.
64 fps
2.2 ghz
GeForce 4 Ti4400
25 fps
Pentium III 600 Mhz
Trident Cyberblade e4-128
oh, and i think we'll see a lot of games in development double their size...
68-73 fps
amd 1800+
geforce 4200
116-131 fps 640x480
EDIT:490-511 fps 320X240
Pentium 4 2.4 GHz
GeForce 4 Ti4200
512Mb DDR
FOUND A BUG!!! When i checked the "Anti-Aliased scaled sprites" the character just disappeared when scaled
22-24 fps
Pentium II 350 MHz
Nvidia Riva 128
Inkoddi : I made CJ aware of that, also the character disappears if on a region with light levels or tinting, they will be turned off for alpha sprites in the next version I think.
Oh yes, and I get 82-85 FPS
XP2600+
Geforce FX 5600 256mb
Can someone please make a tutorial how to make an alpha channel in PSP? I cant seem to figure it out.
158 to 164
Dual Intel Xeon 2.66GHz
Radeon 9500 Pro 128mb
Laptop:
28-35
Intel Celeron 498MHz
ATI RAGE mobility
Like, oh my god. :P There's finally alpha! And dynamic GUIs! And Z-Ordering! And smooth gradients! Hehe. All hail CJ!
Alpha Blend Test:
15-21fps
Pentium II 233Mhz
Unknown Graphics Card
Hmm.. faster than hi-res, but still slow. Oh well! I'll stick to 8/16bit :).
Thanks for the feedback guys. Mine was
38-40 fps
Duron 750 MHz
Radeon 7500
Assuming that 35 fps is the minimum frame rate to have a nicely playable game, I think we can say that the minimum system spec for 640x480 32-bit alpha blending is around 700 MHz with a decent graphics card.
Not really that great, but that's what we've got for now.
Who said that CJ aint a god?
BUG again: At 100% scaling, the interaction area of the character is only the little shadow at the bottom of his feet
wow, very nice! It rocks!
I have:
gfx card: GeForce 4 Ti4200 128MB DDR
RAM: 256 DDR
Processor: Pentium 4 2.4Ghz
FPS: Steady 80
QuoteFOUND A BUG!!! When i checked the "Anti-Aliased scaled sprites" the character just disappeared when scaled
Yeah, that happens to me as well. Do all ppl out there experience this? It would be cool if it looked as good as when it was scaled...
Question: I haven't really understood how all this thing works... If I want to have ant-aliased sprites then AGS has nothing to do with it, but it's the program that makes the gfx? Could somebody please give more info for us who don't know how it works? Thank you
Just to make clear:
YES there is a bug in beta 5, where if the character is scaled, or in a tinted or lit region, it will disappear. This will be fixed for the next version.
QuoteBUG again: At 100% scaling, the interaction area of the character is only the little shadow at the bottom of his feet
Ah, well spotted. If pixel-perfect click detection is on, it only detects anti-aliased areas of the character. I'll get onto it.
Yes, Peepwood, the problem occurs for everyone, it's just not possible with alpha blended sprites at the moment.
The process behind making the graphics is fairly simple, if you're using a vector program like flash you just export the graphics as 32 bit pngs and import them into ags and they will have antialiased edges, if like me you use a raster program like PSP or PS the you will have to crate a new image with a transparent background (shows up as a grey checkerboard usually) and draw on that with antialiased brushes as you usually would, then save it as a 32 bit png and import that into ags. Make sure you have changed the game colour depth to 32 bit beforehand though. Currently you can use those sprites on characters and objects. Some people seem to be having trouble exporting the graphics from PSP7, not sure yet if it's a bug with PSP7 or they just aren't doing it right.
People should remember that this doubles the graphics filesize compared to 16 bit, and that it's slower, so they should only use it if they actually think it's worth that for the graphical improvement they get.
oh well, it's the speed I care about.
QuoteAssuming that 35 fps is the minimum frame rate to have a nicely playable game, I think we can say that the minimum system spec for 640x480 32-bit alpha blending is around 700 MHz with a decent graphics card.
too bad, it's slow... Is there any chance you will be able to include a "Run game in <listboxhere, choices 16-bit and 32-bit> color depth>" Chris? The game would still be double sized, but at least it wouldn't force the player to live with 32-bit.... Oh, no, forget it. Now I think of it, the character would have a white (or pink, or whatever) halo around him, which would look pretty bad. A possible solution would be two packs, one for 16-bit png sprites and one for 32-bit (like the vox pack), but it would be ridicoulously hard for Chris and not a great solution at all.
Now I think of it, there's still the 320x240 resolution (which still allows ppl to enjoy the game, even though it is of bad picture quality (but maybe this can be fixed now we have 32-bit; I think it would be a worthy addition if the smaller resolution had a better quality). Anyway, I was wondering what do u all get with 320x240 resolution?
I have:
Pentium4 2.4 ghz
256mb DDRam
GeForce 4 Ti 4200 128mb DDR
314 FPS in low-res, 80 in high res.
What do u guys get?
320x240 is about 4 times faster than 640x480 - so yes, everybody should be able to run 320x240x32 no problem, and that is a solution for people with slower PC's.
hmm.... I don't know, I must give it a very serious thought. Well, one thing I don't like about 320x240 is that GUIs which are designed to work for high res get screwed up when I check "don't scale up fonts at 640x400 resolution". Ahh, I wish there was some way to draw fonts at 640x480 resolution in 320x240 resolution, but there isn't and there won't be. the only way I can go around this is by getting the resolution (through the global variables) and change every GUI's and GUI object's position and size if it's 320x240 :-X
[EDIT] Suggestion: Display GUIs in GUI editor as it would look in hi-res and also have different properties for low-res and high-res, even though the objects would be the same. I mean, there should be an option "view for high-res" in gui editor... Oh, I guess I'm asking too much, I'll shut up now :P. I can live with the way it works now and if I couldn't then I wouldn't use AGS in the first place.
Right, beta 5a is now up which fixes a couple of bugs in beta 5. I'm now off for the weekend and I don't expect to see any new bug reports when I get back :P
P4 1.8GHz
Integrated 16MB GeForce4
My framerate averaged out to about 80.
Great work!!
Alpha blending is wonderfull. I can't imagine any more feature to add to AGS.
One question about the 32 bit graphic oversize, imagine I'm using 32b graphics only for characters, the backgrounds will be also doubled in size for using the 32b mode?
I've made the alpha test:
Athlon XP 2000+
512MB
GForce 4 MX 440
100-97 fps.
Pau... ...framerate...
It doesn't matter now, we know the system requirements are going to be about 700mhz. Although if people really want to post their results then they can, but I doubt anyone's going to beat Custard somehow..
I'd assume that any graphics are stored in the same bitdepth they were loaded in.
Athlon XP 1600+
512 MB horrible SDRAM
GF FX 5200 (insert complaint about nVidia's crappy 9x drivers here)
About 70 fps.
ooo, I found a typo:
on the help file, under ClaimEvent's example it says: "prevents the global script on_key_press from running if the player pressed the space bra" :P
here are some benchmarks i run with alpha32
System 1:
Athlon XP 2000+ @1666 MHz:
ATI Radeon 9600 PRO
512 MB RAM
Desktop resolution : 800x600
640x480 :125-144 FPS
640x480 Antialias:121-143 FPS
320x240 :484-510 FPS
320x240 Antialias:495-511 FPS
Reduced clock to 1250 MHz
640x480 :91-98 FPS
640x480 Antialias:91-99 FPS
320x240 :350-372 FPS
320x240 Antialias:352-370 FPS
System 2:
Intel Celeron 300A @ 300MHz:
Voodoo3
392MB RAM
Desktop resolution : 640x480
640x480 :22-26 FPS
640x480 Antialias :25-27 FPS
320x240 :61-72 FPS
320x240 Antialias :60-72 FPS
Celeron 300A Overclocked @ 450 MHz:
640x480 :35-39
640x480 Antialias :31-39
320x240 :89-108
320x240 Antialias :93-112
note:320x240 benchmark for CELERON was done in
windowed mode
Damn I missed so many released.
Just had a quick test with the alpha demo:
640x480fullscreen: 62-64FPS
P4 2.4GHz
Some onboard Intel Extreme graphics card (or whatever)
well i got p3, 733 mhz and a voodoo3 card
it runs on 35 in 640*400 and 115 on the other resolution :o
Thanks for the benchmarks everyone, we've got plenty now to work out the minimum requirements. No more fps readings necessary!
Ok, beta 6 is now here. I'd like it to be the final beta so bug reports only please.
I'm not sure what I am doing wrong here, but I get this error and I don't what parameters it may be refering to? BTW This happens in all recent Betas, but last offically worked fine under 2.56d.
run_text_script: error -1 (runtime error : wrong number of parameters to exported function 'interface click') running function interface click.
This is what I have for interface_click:
function interface_click(int interface, int button, string input) {
if (interface == 1) {
if (button == 4) // see inventory
InventoryScreen();
else if (button == 5) { // use selected inventory
if (character[ GetPlayerCharacter() ].activeinv >= 0)
SetCursorMode(4);
}
else if (button == 6) // save game
SaveGameDialog();
else if (button == 7) // load game
RestoreGameDialog();
   else if (button == 8) // quit
      QuitGame(1);
else if (button == 9) {
Display ("Copyright 2003 by Dru Kaplain");
}
}
if (interface == 3) { //starts parsing, including any global commands
   if (button == 0)
{string forparser,unknownbuffer;
StrCopy(forparser,"");
GetTextBoxText(3,0,forparser);
InterfaceOff(3);
Wait (1);
SetTextBoxText(3,0,"");
if (StrComp(forparser,""))
{ParseText(forparser);
FileWriteRawLine (handle, forparser);
}
This happens when I try to run a script from the GUI on these specific buttons or use my text parser. I hope this makes sense?
***** EDIT ******
I figured it out! I removed the "string input" from the function interface_click and everything is fine. I'm sure it's an error on my part, just wondering why it worked fine under 2.56d? Strange!
That's probably because the script "compiler" had recented been updated to check more in the parameter restrictions, so to reduce (difficult to track down) problems caused by mistakes in scripting.
Indeed. Never add extra parameters to functions which AGS calls, because it doesn't know about them. v2.6 now detects this error whereas 2.56 let you get away with it, but it could lead to strange problems later on.
Here are a couple of things that I noticed and thought you would want to know about. They are not necessarily bugs but they are unexpected behaviors.
1. Letterbox and 320x240 resolution
I get an odd result when using 320x200 in letterbox or when using 320x240 resolutions.
In both instances the resulting screen is shorter than the width of the screen and is shifted to the left margin of the screen. When I use 32x240 without letterbox the entire widt and heigth of the screen is filled up with the display.
My video driver mode is 1024x768 True Color. I have am using an Intel 82810 Graphics Controller.
I don't know if this is something with my machine or if there is something up with AGS using these resolution/modes. Just thought I would share my observations with you.
2. External Editor
I have also observed and unexpected behavior when using an external editor. When I edit a room script with an external editor, such as meta pad, movement of the editor window erases the underlying AGS window. I think this was the case in earlier versions as well. If this was discussed before I appologize for bringing it up again.
Great work Chris :)
1. Obviously just the common issue of monitor settings, most monters+video card combo wont display with optimal settings when it's set to a graphics mode it had never used before (except for some of the "better" cards, which can handle it with their drivers), so, just mess with the settings of the monitors (knobs/buttons, etc on it) to get it right.
Gilbot: Probably you're right. It's just that it seems like the computer I am using didn't do this before (some versions ago) and that there is possibly something going on that may be of interest to Chris. Otherwise your explanation is adequate and is perfectly acceptable. Thanks.
Hmmm Some monitors can only store the settings for a limited number of modes (eg 20 modes, modes of same colour depth and same resolution but with different refresh rates may also be considered different modes, so it may just be a problem of it running in a mode with a refresh mode never used before), so if your monitor had been set to some amount of modes in a period, it might had "forgotten" some of the settings of the modes previously set before.
Other possible bug: I'm running Win 2k on work's computer, a P500 w/ a Riva 128 8M. Any AGS game or demo will not display anything in fullscreen mode. In windowed mode, no mouse interaction is possible. The only exception I've found was with Scotch's tech-test demo (I believe made w/ AGS 2.6 b5), which was only able to run windowed but allowed mouse use.
Trying to track down possible culprits within computer itself since previously-compiled games don't run, it's probably this thing's fault.
Quote from: RickJ on Fri 21/11/2003 04:54:22
I get an odd result when using 320x200 in letterbox or when using 320x240 resolutions.
Yeah, as Gilbert says this is more than likely just monitor settings. AGS simply requests a 320x240 screen from DirectX, so it's highly likely that the monitor has never been set up for that resolution before.
Quote
2. External Editor
I have also observed and unexpected behavior when using an external editor. When I edit a room script with an external editor, such as meta pad, movement of the editor window erases the underlying AGS window. I think this was the case in earlier versions as well. If this was discussed before I appologize for bringing it up again.
Yeah, this is due to the way that the editor disables itself while an external editor is running. It's a bit messy I know, but not a high priority fix :)
QuoteOther possible bug: I'm running Win 2k on work's computer, a P500 w/ a Riva 128 8M. Any AGS game or demo will not display anything in fullscreen mode.
I'd say that's likely to be a DirectX or graphics driver issue. Work machines often don't have these components upgraded (who needs them to run Word, right ;) ) so they will more than likely be very old driver and/or DX versions which don't run AGS well.
Outstanding, as ever.
Quote from: Pumaman on Fri 21/11/2003 15:53:07
QuoteOther possible bug: I'm running Win 2k on work's computer, a P500 w/ a Riva 128 8M. Any AGS game or demo will not display anything in fullscreen mode.
I'd say that's likely to be a DirectX or graphics driver issue. Work machines often don't have these components upgraded (who needs them to run Word, right ;) ) so they will more than likely be very old driver and/or DX versions which don't run AGS well.
[/size]
Nah, tried the above. Various driver versions don't help. Ah, well. No fun at work, I guess. :P Alright, this is odd. As long as I run a game in a window and click-hold on the window title, the game will display (animate) properly. I can play the demo game by clicking what I want on-screen (guessing where the cursor might be) and then dragging the title to see what happened. ???
Wow, another release! AGS is honestly the most frequently updated game engine I have ever tried! What I like in this version is the ability to change the depth ;)
Quote from: YakSpit on Sat 22/11/2003 04:18:36
Nah, tried the above. Various driver versions don't help. Ah, well. No fun at work, I guess. :P Alright, this is odd. As long as I run a game in a window and click-hold on the window title, the game will display (animate) properly. I can play the demo game by clicking what I want on-screen (guessing where the cursor might be) and then dragging the title to see what happened. ???
What happens when you don't have the window title held? Does display just freeze at its last state, or does it all go pink, or all black, or anything?
As an experiment, could you try changing your desktop color depth (ie. from 16 to 32 or vice versa) and see if that makes a difference?
Quote from: YakSpit on Fri 21/11/2003 09:44:20
Other possible bug: I'm running Win 2k on work's computer, a P500 w/ a Riva 128 8M. Any AGS game or demo will not display anything in fullscreen mode. In windowed mode, no mouse interaction is possible.
It's probably your company's conspiracy against AGS or a secret project to make employees work instead making adventure games... a nice software idea, actually. Imagine "MS-NoPlay XP"... ;)
Wow, new plugin API functions! thanks, CJ! ;D
Also I like new optimization method, I'll keep it in mind
~Cheers
Quote from: Pumaman on Sat 22/11/2003 12:17:09
What happens when you don't have the window title held? Does display just freeze at its last state, or does it all go pink, or all black, or anything?
As an experiment, could you try changing your desktop color depth (ie. from 16 to 32 or vice versa) and see if that makes a difference?
Display merely freezes. If run in full-screen or before dragging title for the first time, window displays black. Experimented already, 16-bit color, 32-bit color, 256-color & full Hz range for monitor make no difference. Also changed display drivers once more & monitor drivers. Maybe I'm just screwed. :-\
Hmm, have you been able to run any other DirectX games on that PC?
Possible bug with GUI buttons image missing
Replication:
-start new game and goto GUI editor
-add new GUI
-add a label (or more) to the gui
-convert the gui into text window
now check ICONBAR's buttons
~Cheers
I just gave that a go, seems fine. What's the problem?
hmm, for me the 1st button (object 0) (on ICONBAR) has no image then :P win2k
[EDIT]:
I've just checked it on win98se - the same result
I tried ags256d and noticed that there the button is shown but in that version it's image number is 23 (yeah, that number).
~Cheers
Hmm, I tried it again and it did happen to me this time. Well spotted, I'll look into it.
Now I remember I had this problem before. I was playing with the text window GUI and once I done with it the pop up menu button image slot got changed to 23 (so meaning there is no image assigned).
By the way, when you convert a GUI to the text window and there is an object number 0 representing a label, it's not only affects the ICONBAR but also the text window itself. When converted a text window's object 0 is still the label and not a button.
~Cheers
Yeah, good point - that was a bit sloppy of me really, should've spotted that earlier.
Anyway, it should now be fixed in RC2. :)
The speed enhancements in RC1 give the previously posted alpha demo about a 25% FPS increase on my system \o/ 83fps to 103fps.
If anyone wants to see the improvement for themselves:
Old: http://agsforums.com/Alpha32.zip
New: http://agagames.com/scotch/alphaRC1.zip
Edit: the second one has an alpha blended cursor, so it would run even slower without the optimisation.
Also, downgrading the graphics to 16 bit in setup actually decreases the framerate for me, altough it could be useful for people who can't run 32 bit colour.
Not sure if this is allowed but ;) How about an option to disable the downgrading?
Downgrading takes the fps to around 500 but the game looks silly then :)
Quote from: Pumaman on Sat 11/10/2003 23:46:21
* Added auto-complete for plugin functions and functions defined in the script header.
This only works for the first function/variable on each "import" line in the header, subsequent ones on the same line are not completed.
Quote from: Pumaman on Mon 24/11/2003 17:42:53Anyway, it should now be fixed in RC2. :)
It works fine now. Thanks CJ!
Sorry CJ, but it seems I found a couple more. They hadn't appeared in 2.6 exactly so tell me if I should create a separate topic:
Not sure if it was reported before but when you add a GUI object and start dragging the rectrangle in the top-left direction the object appears to be somewhat reflected. And it's height and width are negative values then :P
Also I have a problem with the text parser in dialogs. If I type a text in and then try to erase it with the backspace key AGS doesn't refresh the text input window, so when I write again a new text overlaps the previous one until I hit the enter. Then the parser box is refreshed. Happens with both standart (bottom black box) and custom GUI (display opts on GUI). Actually I can get rid of it. To eliminate this I have to either set the dialog options GUI to be additionaly a text window or tick
Anti-alias TTF fonts checkbox. Oh, all this doesn't depend on the video mode set. As well mo matter it is in window or fullscreen.
EDIT: common text boxes work without problems.
And about a char type in the AGS manual. The last states the range is -128...127 but I believe in script the range is 0..255. At least Display("%d", char i=200) says so.
Quote from: scotch on Mon 24/11/2003 18:04:28Also, downgrading the graphics to 16 bit in setup actually decreases the framerate for me, altough it could be useful for people who can't run 32 bit colour.
I got 100fps on P4 2.4Ghz/Geforce400mx and 45fps on Celeron 300A (375mhz)/TNT2. Downgrading to 16bit increases speed but... !disabling! the MIDI made the speed to fall down dramatically to about 45-50fps at any resolution. hmm... Could it be win2k as on win98 it's ok... ::)
~Cheers
Possible bug:
There seems to be some issues importing characters into a game. If you import a character whose starting room was set to "-1", it actually tries to put him into Room-1.crm. Starting room "-1" usually means that the character is not in the game to start, right?
QuoteAlso, downgrading the graphics to 16 bit in setup actually decreases the framerate for me, altough it could be useful for people who can't run 32 bit colour.
If you run it in a window, you may well not notice an improvement (assuming your windows desktop is set to 32-bit), since windows then has the overhead of converting AGS's 16-bit graphics back to 32-bit to display on the desktop.
Switch to fullscreen and you should notice the speed boost of 16-bit.
Quote from: Privateer Puddin' on Mon 24/11/2003 19:21:14
Not sure if this is allowed but ;) How about an option to disable the downgrading?
Downgrading takes the fps to around 500 but the game looks silly then :)
That would kinda defeat the point of the option. The idea is that most people won't use it, but it will allow people with slow PC's to play your game, albeit not looking as good.
QuoteThis only works for the first function/variable on each "import" line in the header, subsequent ones on the same line are not completed.
Hmm that's true; the autocomplete is mainly designed for functions though, and since they are always on seperate import lines it will catch all of those. The variables appearing is a bit of a side effect really. Still, I'll think about it.
QuoteNot sure if it was reported before but when you add a GUI object and start dragging the rectrangle in the top-left direction the object appears to be somewhat reflected. And it's height and width are negative values then
Ick yeah, and then the object becomes invisible... that's wonky, well spotted once again, I'd better get that fixed.
QuoteAlso I have a problem with the text parser in dialogs. If I type a text in and then try to erase it with the backspace key AGS doesn't refresh the text input window, so when I write again a new text overlaps the previous one until I hit the enter.
Ah, I've only tested this feature with the dialog options in a text window, I'll look into it.
QuoteAnd about a char type in the AGS manual. The last states the range is -128...127 but I believe in script the range is 0..255. At least Display("%d", char i=200) says so.
Well, it is stored as -128 to 127, so this would work:
char i = -10;
int result = 5 * i;
result would be -50
but Display assumes it's unsigned, so yeah there's a bit of a conflict there. Hmm.
Quoteere seems to be some issues importing characters into a game. If you import a character whose starting room was set to "-1", it actually tries to put him into Room-1.crm. Starting room "-1" usually means that the character is not in the game to start, right?
I don't understand what you mean by "it actually tries to put him into Room-1.crm" - could you elaborate?
QuoteWell, it is stored as -128 to 127, so this would work:
char i = -10;
int result = 5 * i;
result would be -50
but Display assumes it's unsigned, so yeah there's a bit of a conflict there. Hmm.
Strange all my scipts rely on it to be unsigned and as I remember I tried to display the int*char value. And it proved me that the char is unsigned. EDIT: or you mean it is the
result int that mistakenly considered to be unsigned when displayed?
Well, with the downgrading, the glass is not transparent, so in a real game this could cause problems, that was my thinking when bringing this up.
I'm not sure, but I think "24 bit true colour graphic modes" should be an option in setup as some people may not be able to run in 32bit due to their cards/drivers, furthermore 32bit and 24bit modes are actually technically identical. Or did the engine use 24bit modes if initialization of 32bit modes failed?
woops!
problem, i updated my MAGS game to the RC2 and when it tints the screen the tint doesn't go away
it hangs around and if i move the mouse over it or anything appears on it [like a gui] it disappears
Related to the anti-aliasing disabled for text over transparent GUIs to avoid the pink effect:
Would it work if the TTF was auto-outlines to first draw the outline with AA turned off and then draw the real characters with AA turned on?
Just an idea...
EDIT:
Also, these days, having up the script editor doesn't stop you from doing things in the main window anymore... when did that change?
Quote from: Scorpiorus on Mon 24/11/2003 23:31:15
Strange all my scipts rely on it to be unsigned and as I remember I tried to display the int*char value. And it proved me that the char is unsigned. EDIT: or you mean it is the result int that mistakenly considered to be unsigned when displayed?
Hmm, I checked and you're right, it is unsigned. Well, I never knew that, I have to admit :-[ I'll change the manual to convey this fact. Well spotted once again :)
QuoteWell, with the downgrading, the glass is not transparent, so in a real game this could cause problems, that was my thinking when bringing this up.
Yeah indeed - well the "downgrade" option should only be used by people as a last resort if their PC is really too slow to run the game at 32-bit. I see what you're saying though, and yes for example scotch's alpha demo looks silly in 16-bit because you can't see yourself behind the window.
QuoteI'm not sure, but I think "24 bit true colour graphic modes" should be an option in setup as some people may not be able to run in 32bit due to their cards/drivers, furthermore 32bit and 24bit modes are actually technically identical. Or did the engine use 24bit modes if initialization of 32bit modes failed?
The engine will automatically use 24-bit if 32-bit is not supported - but again, this will lose the alpha channel. In this case though, there's nothing the player can do about it if their graphics card just doesn't support 32-bit.
Quoteproblem, i updated my MAGS game to the RC2 and when it tints the screen the tint doesn't go away
it hangs around and if i move the mouse over it or anything appears on it [like a gui] it disappears
It that with the TintScreen command? I'll look into it.
QuoteRelated to the anti-aliasing disabled for text over transparent GUIs to avoid the pink effect:
Would it work if the TTF was auto-outlines to first draw the outline with AA turned off and then draw the real characters with AA turned on?
Yep that should work, good idea. I think this was mentioned before but I forgot about it :)
QuoteAlso, these days, having up the script editor doesn't stop you from doing things in the main window anymore... when did that change?
erm, 2.56 I think.
Quote from: Pumaman on Tue 25/11/2003 15:14:23
QuoteAlso, these days, having up the script editor doesn't stop you from doing things in the main window anymore... when did that change?
erm, 2.56 I think.
Damn! and i'd been quitting the editor all this time! It's a great feature, CJ... thanks for putting that in! Sorry for the lateness!
Quote from: Pumaman on Tue 25/11/2003 15:14:23Hmm, I checked and you're right, it is unsigned. Well, I never knew that, I have to admit :-[ I'll change the manual to convey this fact. Well spotted once again :)
Great! The reason I'd prefer it to be unsigned because then it's more comfortable to iterate (for example characters) in a while loop. I could use an int but it's an old habit to put in work a 1byte vars if possible.
QuoteYeah indeed - well the "downgrade" option should only be used by people as a last resort if their PC is really too slow to run the game at 32-bit. I see what you're saying though, and yes for example scotch's alpha demo looks silly in 16-bit because you can't see yourself behind the window.
On the other hand, were it totally transparent in 16bit, the alpha-blended GUIs would become invisible as well. A workaround for the game developer could be to store different sprites for 16bit and 32bit modes (when needed) and then by checking the system.color_depth variable display the approprite graphic. For the game in question it could be so: store only 32bit graphic image and display alpha blended sprite while running at 32bit and replace it with the transparent object in hi-color.
EDIT: What about an option for each sprite - meaning whether all its alpha-transparent pixels (0<alpha<255) are drawn at full opacity or totally transparent?
~Cheers
QuoteEDIT: What about an option for each sprite - meaning whether all its alpha-transparent pixels (0<alpha<255) are drawn at full opacity or totally transparent?
That's a possibility - another option would be for it to check the alpha on each pixel as part of the downscaling process, and remove the pixel completely if alpha <128. That could end up with some strange looking results though I guess.
the < 128=transparent >128=opaque sounds good to me, you could at least design your game with that in mind. It might sometimes look a bit odd but it's the best way suggested so far I think.
QuoteThat's a possibility - another option would be for it to check the alpha on each pixel as part of the downscaling process, and remove the pixel completely if alpha <128. That could end up with some strange looking results though I guess.
Yeah, making it on sprite loading would keep the game speed. So, will there be some options to choose from or AGS will round the transparency automatically, using 50% bound to distinguish?
Well, I'm not sure how far to go with this. Very few people will need to invoke the downscale option, so I don't think it's worth spending too much time worrying about it, so I'll probably just hardcode the 50% thing in.
oh, I understand. I just worried about people outlining their characters with the alpha channel with different opacity (thus it has both <128 and >= 128 values)and then wondering why do the character's edges look that uneven. I see however that's not a big problem if it will be stated in the manual.
~Cheers
Yeah, and since most people will run at 32-bit and thus have the alpha blending, it's not too important.
Anyway, here's an experimental engine:
http://www.agsforums.com/acwin.zip
which has the 50% feature, and it seems to work ok with scotch's alpha demo, so try it out and let me know if it seems acceptable.
Have tried it with scotch's test game. Works fine for me. :)
Later I'll give it go and draw some alpha with gradients in Photoshop and report if I find something.
Wow, another great release. Especially with AnimateButton!!!
Chris, your are an adventure game God. There should be an adventure game holiday dedicated to you. OK, I may have gone to far.
JD
Hey there!
I downloaded the beta today, and I had two problems. One, I can't get the auto-outlining to work. Is there anything special I have to do? I just selected the option button "Automatic outline" in font 1, which is suposed to be the speech one.
And the other problem (and much worse) is that the character sprite leaves trails in the screen. It seems to be related to the fact that now the screen is not always refreshed every frame.
In every other aspect, the new beta is great. I like the fact that hi-res stuff now shows fine in the editor.
Quote from: Pumaman on Sun 23/11/2003 17:38:56
Hmm, have you been able to run any other DirectX games on that PC?
Unreal, Unreal Tournament, Space cadet pinball, some tetris-clone & dxdraw diag runs fine. Hmm.. maybe I'll just have to AGS at home.. dammit.
Quote from: .VonCarrigan on Wed 26/11/2003 02:45:01
I can't get the auto-outlining to work. Is there anything special I have to do? I just selected the option button "Automatic outline" in font 1, which is suposed to be the speech one.
It should just work. Are you not getting any outline then?
Quote
And the other problem (and much worse) is that the character sprite leaves trails in the screen. It seems to be related to the fact that now the screen is not always refreshed every frame.
Hmm, I haven't seen that problem in any of the games I tested the new version with. Could you upload a game that demonstrates the problem?
QuoteUnreal, Unreal Tournament, Space cadet pinball, some tetris-clone & dxdraw diag runs fine.
Good god man, do you ever do any work? ;)
I knew it! I'm the only one who gets this kind of bug. Buaaaaahhhhh (snif) :(
(And I seem to be the only one who can't log in to the forums, too. )
Well, I'll make my game exe, and try to upload it somewhere. When it's ready I'll post here letting you know.
Thanks, bye!
OK, this is my game just the way it was when I last worked on it.
http://voncarrigan.tripod.com/illudeon.zip
I looked at it again and it seems that not only the character, but several other things are not being refreshed. For example, dialog texts won't go away, and new dialog texts are printed on top of old ones, and it all becomes a mess. These artifacts clear out while scrolling (cause the engine does redraw the whole thing while scrolling, I guess).
Well, check it out. OH, and if someone else wants to check my exe out just to see the graphics/music or whatever, they're welcome.
Thanks again!
I don't get those kinds problems... ...maybe it's your computer that messes things up?
These kinds of things might be fixed if you re-install DirectX and/or graphics drivers.
Quote from: .VonCarrigan on Wed 26/11/2003 14:39:24
I looked at it again and it seems that not only the character, but several other things are not being refreshed. For example, dialog texts won't go away, and new dialog texts are printed on top of old ones, and it all becomes a mess. These artifacts clear out while scrolling (cause the engine does redraw the whole thing while scrolling, I guess).
Aha! It's a 15-bit problem, which is why it doesn't happen to most people (it'll only happen if your graphics card doesn't support 16-bit). Thanks for pointing it out, I'll get it fixed.
Don't want to create a separate thread on that. Seems like the system.screen_height never returns 240 or 480.
Hmm good point, that's set to the game resolution rather than the actual screen resolution. It's fixed in RC3a.
I noticed something strange with RC3a. When using 8 bit color and 320x240 resolution the pallette gets screwed up during testing. I run Test from the menu. The game compiles and boots up and everything is fine. Make the character walk around and the pallette gets trashed. Exit the game and try again get same result. Exit AGSEDIT and try again and everything is OK.
I am not exactly sure what's different betwen first and second session. But I think I re-imported the background pic the first time and don't think I made anyother changes.
I suppose there could be something wrong with my machine. I'll continue to make observations and if I notice anything else that may be of use I'll come bacjk and let you know.
Happy Thanksgiving!
CJ, in the next version, can you add a parameter in the DisplayTopBar() function that lets you specify which font to use?
P.S. Thanks for that function, by the way.
Quote from: RickJ on Fri 28/11/2003 14:39:13
I noticed something strange with RC3a. When using 8 bit color and 320x240 resolution the pallette gets screwed up during testing. I run Test from the menu. The game compiles and boots up and everything is fine. Make the character walk around and the pallette gets trashed. Exit the game and try again get same result. Exit AGSEDIT and try again and everything is OK.
Strange. Does this not happen with older versions? What about if you use 320x200? Are you running windowed or full-screen?
QuoteCJ, in the next version, can you add a parameter in the DisplayTopBar() function that lets you specify which font to use?
It uses the normal font, so SetNormalFont can change it.
Actually, Chris, I'm trying to figure out a way to have one font in the top bar, and another different font in the display box. How would I accomplish that?
Hmm good point that's not possible, I'll see about adding it.
CJ: I'm running full screen when this happens. Here is an example that that will mess up if you modify the Test Output options in the game settings. Just check/uncheck them all, test the game, and then move the character. The pallette should go wacky. Try it a couple of times until you learn how to make it happen. After that you can make it happen everytime you want to.
Making changes seems to make this happen. Previously it happened when I imported a background. If you close the editor after making the change and then restart the problems go away.
http://www.gaia-spa.com/project/demo/NewbieNight.zip (http://www.gaia-spa.com/project/demo/NewbieNight.zip)
Hmm, I tried various things but couldn't get the problem to happen.
Does it happen the second time if you test the game twice in a row? Does it happen if you test the game in a window rather than fullscreen? What colour depth is Windows running at?
I'm afraid I probably won't be able to fix this one. The fact that it doesn't happen if you run the game externally probably means there's some weird problem between the editor, the engine and your graphics card , but I can't think what it might be.
Also, if you right-click rather than left-clicking does it happen then? I mean, is it the act of clicking the mouse that causes the problem to occur?
Quote
Hmm, I tried various things but couldn't get the problem to happen.
I was afraid of that !
Quote
1. Does it happen the second time if you test the game twice in a row?
2. Does it happen if you test the game in a window rather than fullscreen? 3. What colour depth is Windows running at?
1. Sometimes it happens everytime you do a test sometime it only happens the irst time after a test run.
2. I haven't been able to get it to screw up in windowed mode yet.
3. Here is my video information
OS: WinME (arrgh!), 700Mhz HP Pavilion
Driver: Intel 82810 Graphic Controller V4.0 w/ Direct Draw 1.0
Color: 24bit Resolution: 1024x768
Game Resolution: 320x200 8bit
Quote
I'm afraid I probably won't be able to fix this one. The fact that it doesn't happen if you run the game externally probably means there's some weird problem between the editor, the engine and your graphics card , but I can't think what it might be.
I can understand that. It happens frequently enough to be annoying but not so frequently that I can't use it. I'll keep observing (as if had a choice :)) and let you know if see anything else that may be helpful in leading to a solution.
Quote
Also, if you right-click rather than left-clicking does it happen then? I mean, is it the act of clicking the mouse that causes the problem to occur?
I don't think it is related to the mouse, the mouse click causes the character to animate. I think it's releated to the graphical operations. Make a change to the game, test it, and when some graphical operations, such as character animation or popping up a GUI, are performed the pallette gets trashed. Sometimes subsequent tests continue to have the same problem and sometimes the problem disappears. Restarting the editor seems to clearup everything everytime.
I can't think of anything else that would be helpful. Maybe someone else will see a symptom of this problem that you can reproduce on of these days. Might even be me :). Thanks.
Hmm, the only thing I can suggest is to make sure you've got the latest version of DirectX installed, could be some weird bug with that, or the graphics card driver.
Upgraded Direct-X to 9.?? but the previous proble remains. I think we will just haveto chalk this up to a peculularity in my machine for the time being.
=========================
I found a couple of minoe things when using the automatic font outline and ttf with text overlays.
1. The left most outline is cut-off in a text overlay. The overlay begins with the left most edge of the first character and not the left most outline edge as expected.
2. I imported a ttf "HollyWeird", at 28pt size. When using this font in a text overlay the bottom portion of characters such as "g", "p", "y", etc are cutoff.
I'll look into it. Could you upload that "HollyWierd" font please?
Thanks Chris. You can get the font from here...
HollyWeird.zip (http://www.gaia-spa.com/project/demo/Fonts/HollyWeird.zip)
I had the same problem
(http://atticwindow.adventuredevelopers.com/Spyros/outlines.gif)
but it's fixed in the laters version
Seems like the screen isn't refreshed when I click two times on some inventory item in the built-in inv dialog window and close it then.
hmm, one more probably. Displaying a value returned by an imported function crashes the engine: a little test game (http://invis.free.anonymizer.com/http://www.geocities.com/scorpiorus82/test1.zip) (2.6RC3a). I call imported func() from the room script. Something like a stack corruption?
~Cheers
Here are three anomalies:
During play, a GUI button's "Mouseover" and "Pushed" images are not displayed or used, when it does not have a Image sprite and no text (so it's transparent). The button still works, in my case it's an inventory scroll button.
When a character walks in a near vertical direction, it still uses the left and right walk animations. Walk animations could be evenly distributed around the 360degree walking angles. So, directions from NW to NE would use the Up walk anim. From NE to SE, the Right walk anim. From SE to SW, Down walk anim. And from SW to NW, Left walk anim. Though, I can see a reason for the current behaviour, for example when walking up or down a flight of stairs.
Import rectangle dimensions are multiplied the moment I select another file to import from. Dimensions are multiplied by the amount of zoom I had use previously. Eg: I import a 10x10 sprite while working at zoom x4. Next, I select another graphic file, zoom goes back to x1 and the import rectangle is now 40x40.
I can't get 2.6 RC3a to test any games. It says that it requires a .dat file, but I can't find one. What's going on? Shouldn't it be asking for .dta or something?
I might as well put this here:
This has happened for a long time but I can't get it to duplicate on command and I don't recall it ever being mentioned so sorry if it has. Sometimes I'll set up an interaction for an object or for repeatedly execute or something and then I'll save the game and test it and the interaction won't work. So I'll go back into ags to fiddle and see what I did wrong and when I go to the interactions window to click on my run script it won't be there. So I click on edit room script and it's in there but AGS doesn't see it.
This happened when making Spellbound on a region:
function region1_a() {
// script for region1: Player walks onto region
MoveCharacterBlocking(EGO, 164, 235, 0);
MoveCharacterBlocking(EGO, 164, 335, 1);
NewRoom(4);
}
function region1_b() {
// script for region1: Player walks onto region
MoveCharacterBlocking(EGO, 164, 235, 0);
MoveCharacterBlocking(EGO, 164, 335, 1);
NewRoom(4);
//new
}
the second one labeled new is the one AGS can see
I just want to say what has happened to Mr.Colossal has also happened to me, on occasion. I never reported it because I could never replicate it. And if it matters, it also happened with AJA's Scripteditor.
Quote from: RickJ on Tue 02/12/2003 01:39:44
1. The left most outline is cut-off in a text overlay. The overlay begins with the left most edge of the first character and not the left most outline edge as expected.
Ah thanks for spotting that, I'll get it fixed.
Quote
2. I imported a ttf "HollyWeird", at 28pt size. When using this font in a text overlay the bottom portion of characters such as "g", "p", "y", etc are cutoff.
Hmm yes, I can see the problem. It's strange, the TTF library that AGS uses seems to be mis-reporting the height of the font, and therefore AGS is mis-calculating the size of the text area. I'll have to look into this further.
QuoteSeems like the screen isn't refreshed when I click two times on some inventory item in the built-in inv dialog window and close it then.
Well spotted, I'll get it fixed.
Quote
hmm, one more probably. Displaying a value returned by an imported function crashes the engine: a little test game (2.6RC3a). I call imported func() from the room script. Something like a stack corruption?
eeek nasty, very well found. It's a stack problem if you call nested imported functions (which both Display and func are in this case), I'll get it fixed.
QuoteDuring play, a GUI button's "Mouseover" and "Pushed" images are not displayed or used, when it does not have a Image sprite and no text (so it's transparent). The button still works, in my case it's an inventory scroll button.
This is by design. If you want a transparent normal image, import a new totally transparent sprite, and use that.
QuoteWhen a character walks in a near vertical direction, it still uses the left and right walk animations. Walk animations could be evenly distributed around the 360degree walking angles.
This is how it currently works, the up/down loops are used if the walking angle is within 45 degrees of the vertical. However, at slow walking speeds this can get distorted so the left/right loops are used more than perhaps they should be.
QuoteImport rectangle dimensions are multiplied the moment I select another file to import from. Dimensions are multiplied by the amount of zoom I had use previously. Eg: I import a 10x10 sprite while working at zoom x4. Next, I select another graphic file, zoom goes back to x1 and the import rectangle is now 40x40.
Hmm good point, I'll get it fixed.
QuoteI can't get 2.6 RC3a to test any games. It says that it requires a .dat file, but I can't find one. What's going on? Shouldn't it be asking for .dta or something?
Rather than using the Test feature, save the game and then run the executable from the Compiled folder. The Test feature doesn't seem to work for everybody for some reason.
QuoteThis has happened for a long time but I can't get it to duplicate on command and I don't recall it ever being mentioned so sorry if it has. Sometimes I'll set up an interaction for an object or for repeatedly execute or something and then I'll save the game and test it and the interaction won't work.
Hmm, how bizarre. Did you create the region1_b manually or did AGS create that later on?
i had to go into the editor and create another runscript instance and then just copy and pasted everything over
i'm wondering if a series of stray { }'s could make AGS think that the function was part of another function?
not that there are any in my script that is but who knows, maybe i edited them out and ags continued freaking out anyway
ok.
MrColossal: is it possible you changed the interaction type at some point? If you open up a Run Script interaction and change it to something else (eg. Display Message), it will dis-associate the script function from the interaction.
If you then switch it back to Run Script, it will be assigned a new name.
Is it possible that's what happened?
It still doesn't work. I tried running the .exe file, and it still didn't work.
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?
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 ;)
...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.
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.
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
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?
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
Hey Chris, I imported a big black object today and it worked perfectly. No more greys.
thanks!!
later,
-junc
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.
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?
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
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.
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.
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
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.
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.
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
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?
Odd, the graphics get all screwy when displaying a room with different background frames.
(http://www.davelgil.com/ags/eternity/trans.gif)
As the characters move around, they seem to "paint" the background with the correct colors.
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?
I still need to get the newest beta, but I haven't found any bad points. I LOVE the new "assign to view" option. Can you say "Time Saver"? Now if I could figure out how to re-import graphics (for 8 bit game) without the originals. :)
Quote from: Pumaman on Sun 14/12/2003 15:37:19
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.
Heh, I guess I lost track of which version I had... there's so many of them!
I gotta give you props for 32 bits... having sprites with alpha blending is awesome, I may have to make my game like that no matter how big it'll end up :)
Quote from: Pumaman on Sun 14/12/2003 15:37:19
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?
Yes, I'm using RC5. I am manually changing the background frame.
Hmm, any chance you could send/upload me the game which has this problem - I haven't been able to reproduce it myself.
Thanks for sending it Dave, the new 2.6 Final release now has the fix incorporated.
Ok, this is it. If no new bugs are found, this will become the 2.6 official release in a few days time.
Nothin' doin', just droppin' in to say "Word."
But where did CJ go? Who is this Pumaman? ;)
LOL. Seriously though, looking forward to the new release. You still amaze me. That's all.