AGS 3.0.1 Final 2 - Queen's English Edition

Started by Pumaman, Wed 30/01/2008 21:55:37

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monkey0506

I think I've isolated the problem. I started encountering errors when I moved the Game.GetLocationName line from my rep_ex function to my label-updating function within my module. So to test if I could get it working anywhere else I tried the line in the global script's game_start function. It still crashed with the same error which worried me until I realized how absurd it was to try and get the name of the location under the mouse from game_start.

I checked and I am calling the label-updating function from within game_start to make sure the label is updated before the first screen loads. Previously I'd been appending the location name in rep_ex. When I moved the line the game started trying to call Game.GetLocationName from game_start which apparently the engine doesn't like to do.

Presumably this could be by-passed by simply using the eEventEnterRoomBeforeFadein event, but I haven't tested if getting the location name works there.

Oh, and a more friendly error, you know something along the lines of "WTF are you trying to do with the name of a location that doesn't yet exist moron?" would be helpful! :=

Pumaman

QuoteEdit 2: Aha! I think I got it! It's related to the BackgroundImage property. If it's set to 0, everything is as it should be. If it's set to -1 (as it for some reason was for some of the GUIs - despite never having caused trouble before) it displays as described. I'm not sure if this is as designed? Anyhow, now I'm setting all the BackgroundImages to 0 and the issue should be solved.

Ahh, yes it looks like there's a fault where it assumes the GUI should have an alpha channel if the BackgroundImage is -1. I'll get it fixed.

Quotethink I've isolated the problem. I started encountering errors when I moved the Game.GetLocationName line from my rep_ex function to my label-updating function within my module. So to test if I could get it working anywhere else I tried the line in the global script's game_start function

Yep, that would explain it. I'll add a proper error message rather than this crash to future versions if you try to do this.


Shane 'ProgZmax' Stevens

I ran into a rather annoying situation when trying to launch a separate game inside of Boyd Quest:



This seems to occur because Boyd Quest uses a few custom modules I made while the other game (a much simpler one) does not need them and thus does not have them loaded.  I don't see a reason why this should even crash the system, really, since I'm using RunAGSGame and passing 0 for it to launch from scratch in both cases.  I'll add that both games are compiled under the current beta and that a special save game is set aside (and used) in boyd quest right before the other game is launched, and it is this game that it attempts to restore.

Pumaman

Hmm that's strange, it should have loaded in the other game by the time it tries to check that. I'll have a look at it.

naltimari

Maybe I went a little far ahead on the modularization of my code, but today I got a 'Too many scripts in the game' message. I got 16 scripts, plus the GlobalScript. It's not that much... :)

I would love to see this limit raised to as high as 'unlimited'... ;)

Serioulsy, can we have a little more scripts? 32? Please?

subspark

Wow! Theres a limit on modules? Explain why to the dumb artist?  :)

Paul.

SSH

Is there a reason why exported modules from the latest AGSes sometimes create warnings when imported into AGS 2.72, even if the code actually loads and runs OK. Is there some extra stuff in the SCM files? If so, would it be possible to have a export backwards-compatible option? As it is, I have to cut-and-paste the AGS 3.0(1) code into 2.72 and export from there, which is not great.
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Pumaman

QuoteMaybe I went a little far ahead on the modularization of my code, but today I got a 'Too many scripts in the game' message. I got 16 scripts, plus the GlobalScript.

Hmm, I'd forgotten that limit was there. Seems like you're the first person to need that many scripts ;)
I'll take a look at it.

QuoteIs there a reason why exported modules from the latest AGSes sometimes create warnings when imported into AGS 2.72, even if the code actually loads and runs OK

Can you provide more detail? What warnings do you get? Can you post a sample SCM file that reproduces the problem?

naltimari

Quote from: Pumaman on Tue 11/03/2008 20:00:39
Hmm, I'd forgotten that limit was there. Seems like you're the first person to need that many scripts ;)
I'll take a look at it.

Well, as a full-time programmer and part-time game developer ;), I tend to modularize my code as much as possible. I have modules that handle mouse movements, custom-made GUIs, dialogs, collectable items, a bunch of 3rd party modules, etc etc.

I could group a bunch of them together, but I guess modularization is the way to go, especially now that modules are so neat. :)

GarageGothic

Quote from: Pumaman on Tue 11/03/2008 20:00:39
QuoteMaybe I went a little far ahead on the modularization of my code, but today I got a 'Too many scripts in the game' message. I got 16 scripts, plus the GlobalScript.

Hmm, I'd forgotten that limit was there. Seems like you're the first person to need that many scripts ;)
I'll take a look at it.

Heh, I remember mentioning this limit a while back on version 2.72, and it was actually one of the changes I looked most forward to in 3.0. I just assumed it was gone now (with most of those other arbitrary limits), so I didn't even test it.

Rui 'Trovatore' Pires

It would be nice if player.on and game.in_cutscene were documented, they're nice and handy things to know about.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

subspark

QuoteHmm, I'd forgotten that limit was there. Seems like you're the first person to need that many scripts Wink
I'll take a look at it.

Thanks Chris. I tend to modularize my scripts too. Neat is good :).

Cheers,
Paul.

Pumaman

Quote from: GarageGothic on Wed 12/03/2008 01:42:57
Heh, I remember mentioning this limit a while back on version 2.72, and it was actually one of the changes I looked most forward to in 3.0. I just assumed it was gone now (with most of those other arbitrary limits), so I didn't even test it.

Hehe now that you mention it, I do remember you asking about it too. Well, I've upped it to 50 scripts temporarily for this release, with an aim to removing the limit in future.

QuoteIt would be nice if player.on and game.in_cutscene were documented, they're nice and handy things to know about.

player.on isn't properly supported so I won't be documenting it, but game.in_cutscene probably should be, I'll look into it.

Anyway, beta 4 is now up which fixes some things and adds a few other things.

SSH

This happens when I put a breakpoint in a module, Run the game, hit the breakpoint, exit game with Windows "X" button then run the game with debugger again:

Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004274FD ; program pointer is +4300, ACI version 3.01.1014, gtags (2017,18)

etc.

CrashInfo.dmp file
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Shane 'ProgZmax' Stevens

Is the script module issue with RunAGSGame() I posted fixed in this version, CJ?  ;)

SSH

Quote from: SSH on Tue 11/03/2008 17:28:02
Is there a reason why exported modules from the latest AGSes sometimes create warnings when imported into AGS 2.72, even if the code actually loads and runs OK. Is there some extra stuff in the SCM files? If so, would it be possible to have a export backwards-compatible option? As it is, I have to cut-and-paste the AGS 3.0(1) code into 2.72 and export from there, which is not great.

This zip contains SCMs dumped from 2.72 and 3.01 of the same module. The 3.01 one gives an error on importing into 2.72, although it actually loads OK. A quick look at them shows they are nearly identical except I think the 2.72 one has an extra 32-bit integer right at the end that the 3.01 one doesn't.
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tristan78

When I export and then import a GUI with mutated vowel (for example ä, ö, ü or àŸ), this error pops up:

---------------------------
Adventure Game Studio
---------------------------
There was an error importing the GUI. The error was: Ungültiges Zeichen in der angegebenen Codierung. Zeile 1, Position 653.
---------------------------
OK   
---------------------------

Translation: Illegal character at the stated coding. Line 1, Position 653.

When I replace the mutated vowel, it works.

Tested with editor versions 3.0.0.23 and 3.0.1.30

GUI with mutated vowel
Same GUI without mutated vowel

lemmy101

#117
Nice work CJ! :)

One thing? Has anything changed that might influence the AGSPlugin call to DrawText()? I've got this code:

   GetAGS()->DrawText(x, y, 0, 58136, (char*)szString);

It doesn't seem to be drawing anything on the POSTSCREENDRAW event any more.

Thanks!

lemmy

Pumaman

QuoteThis happens when I put a breakpoint in a module, Run the game, hit the breakpoint, exit game with Windows "X" button then run the game with debugger again:

Thanks for the crash dump, I'll look into fixing this for the next beta.

QuoteIs the script module issue with RunAGSGame() I posted fixed in this version, CJ?

I haven't been able to replicate this. I created two games, one with 10 script modules and one with 2. I then used RunAGSGames to run one from the other, and restored a game back to the first one without any problems.

QuoteThis zip contains SCMs dumped from 2.72 and 3.01 of the same module. The 3.01 one gives an error on importing into 2.72, although it actually loads OK. A quick look at them shows they are nearly identical except I think the 2.72 one has an extra 32-bit integer right at the end that the 3.01 one doesn't.

Hmm I'm not really sure which files are which here, the contents of the zip is a bit confusing. I imported both the .SCM files without errors into 2.72 -- could you clarify which is the faulty file?

QuoteWhen I export and then import a GUI with mutated vowel (for example ä, ö, ü or àŸ), this error pops up:

Thanks, I'll look into it.

QuoteOne thing? Has anything changed that might influence the AGSPlugin call to DrawText()? I've got this code:

   GetAGS()->DrawText(x, y, 0, 58136, (char*)szString);

It doesn't seem to be drawing anything on the POSTSCREENDRAW event any more.

Are you talking about something specific to beta 4, or a change from 2.72?

subspark

Hey Chris. Listen I know you've already got a lot on your plate but I still have these strange visual artifacts introduced back in the very first version of AGS 2.8. I've put up with it up until now but I feel that my work is being hindered by these visual glitches of the interface. You mentioned once that it was due to using larger DPI fonts. I replied to you back then after testing AGS on a system without 120Dpi fonts enabled and the problems still persisted. I am left wondering if there is anything else that might be causing AGS to appear like the following:

http://www.shuugouteki.net/paul/Development/visual_artifacts.gif

A million cheers mate,
Paul.

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