AGS 3.0 Final - it's been a long road

Started by Pumaman, Sun 10/06/2007 18:24:35

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Ghost

#260
Quote from: Pumaman on Mon 27/08/2007 22:20:15
QuoteI made a new game from the default template.

I created a room and imported a 500 x 240 background. Game resolution was set to 320x240.

I saved, build the exe, then run with debugger.

Error message: Can't access [game folder in own files]

Build exe again, called game setup, selected save and run. Runs without fault.

Can you post the exact error message?

Unfortunately, I can't. I redownloaded the Beta, and was not able to reproduve the error.

edit: confused a few beta numbers in original post. but still the error is not reproducable. maybe I really did something wrong.

Pumaman

QuoteThat would be cool, since right now it seems like you need to reimport an old ags game from scratch with each new beta for the functions to work properly.  Every time I've tried using a new beta with a previous beta build of an imported game (boyd quest) opening a room creates event functions that don't actually seek to anything, and in some cases the functions aren't even created, like hHotspot1_Look will show up in the properties list but when you go to the room script nothing is there (but there's a hotspot1 function).

These issues should be resolved as of beta 9. In previous betas there was a bug with the script editor where it was caching the pre-upgrade version of the script so sometimes you couldn't see the newly added functions.

If you're still getting these problems with beta 9 please let me know.

QuoteThis seems to have become a pretty standard warning, however I have edited my AGF files "by hand" safely on numerous occasions. Clearly it's not "recommended" practice, but from what I've seen unless you're simply trying to break AGS then you shouldn't have problems.
4) Some things are assigned a unique ID by AGS when your game's AGF is built for the first time.

This is the main reason I'd advise against manually editing the file. There are some assumptions that AGS makes, such as that character IDs will go up from 0 in ascending order through the Characters collection, that you could break by manually inserting a character into the XML file. You could then see strange results and corruptions happening as you continued to work on your game.

QuoteI will keep it short:Could it be possible that when you create a new char in the game,you could click/duble click (linux/windows/whatever) the image and it will go right to the view section.(sort of a shortcut instead of the game thinking you want ego to be the char).

I can see how this would make things a bit quicker to set up a character, I'll look into it.

QuoteMaybe the scripts should be copied directly where hotspot#_x() currently goes? Keeping them in separate functions just makes it all messier.

Well, I wanted to steer away from that for two main reasons:
1. Safety. Moving the code would mean AGS would have to parse the file and work out where the function started and ended in order to move it. While this can of course be done, for a one-off bit of code that upgrades from 2.72, I didn't think that the time it would take to get it right and tested was worth the effort.
2. You might have other code that calls the hotspot1_a() method; if it was to suddenly change name to hHotspot1_Look, the other code could break.

QuoteI decided to try rebuilding all the rooms in AGS2.72 before importing and apparently some of the rooms were corrupted, so you might need to improve the error handling during importing. I restored a backup and re-imported and it all seems to work fine for now, I'll do some further testing and let you know how it goes.

I'll look into that.

QuoteI also noticed how interaction variables are left for me to fix, GAH, now I regret having fallen into the interaction editor trap.

Hmm, what state is it leaving them in? I thought I had the upgrade process all automated now? (unfortunately I don't have a game with interaction variables to test it with, and 2.72 now seems to crash for me whenever I open the interaction editor...)

QuoteIs there any way to get the GUID that AGS uses to register the game for us advanced users that want to add more to it? (custom shortcuts for example)

If you just need it to use in an installer or something, you can find it by opening the GAME.AGF file and searching for "GUIDAsString".

QuoteThat's true. It only defaults the save game folder though, the extension is left blank. (and brings up an error if you leave it blank)

Ah, my mistake, you're right. I'm still not sure whether this is really a problem, because it's always the case with file extensions that two applications can clash and use the same extension.

QuoteWell currently AGS seems to be beyond Mono. I tried installing Mono for Windows and running AGS2.8 on it and... nothing happens. Absolutely nothing.

If it helps, I ran AGS2.8 through the Mono Migration Analyzer and it brought up this. Might give you a guideline if you wanna aim for future Mono support.

Yeah, it doesn't work at the moment. But judging by that report most of the errors are just things that Mono haven't implemented yet, so hopefully in a year's time it'll be well enough implemented to be able to run the editor.

QuoteUnfortunately, I can't. I redownloaded the Beta, and was not able to reproduve the error.

Hmm, let me know if it happens again.

SupSuper

Quote
QuoteI also noticed how interaction variables are left for me to fix, GAH, now I regret having fallen into the interaction editor trap.

Hmm, what state is it leaving them in? I thought I had the upgrade process all automated now? (unfortunately I don't have a game with interaction variables to test it with, and 2.72 now seems to crash for me whenever I open the interaction editor...)
Well the global script seems to contain them, but the room scripts still have stuff like:

function room_AfterFadeIn()
{
if (UNKNOWN_INTERACTION_VARIABLE_0 == 0) {
room_b();
UNKNOWN_INTERACTION_VARIABLE_2 = 1;
}

Again on the matter of importing: after importing a game, closing the editor and later going back to that game, I'm now getting warnings like "Function hHotspot1_Look already exists and could not be created" (for every single room function) when a room file brings up an error.
Programmer looking for work

joelphilippage

#263
I was trying to fix the problem I had with raven when the voices would cut off so I converted all the files to mp3 and now when I press the rebuild all files button they are not compiled.
[edit] Well I fixed that part but I'm having another problem. I think the reason it's cutting off is because all the mp3 files that I converted into mp3 cut off on the end in the game. The actual file will play normally. Is there any reason why converted mp3's will not play?



Radiant

I've recently found out that AGS will not play WAV files that are compressed in ADPCM format. While that's not a problem (conversion is easy), it would help if there was some sort of warning or log entry for this; I was rather confused why the sound wasn't playing.

Gilbert

I think that was well known for a long time though.
WAV are in general large and are not recommended for use in the final game anyway, use OGG or MP3 instead.

Radiant

If you ZIP your final game, it doesn't make much of a difference in distribution. And who cares about hard drive space these days?

And judged by the forum responses, most people didn't know this.

Shane 'ProgZmax' Stevens

Also, as far as I know you still can't preview .ogg or .mp3 sounds in the view editor, so .wav still has some value.  Oddly enough, even on 2.72 I get weird metallic-echo distortion with some .wav configurations like PCM unsigned (even after they're converted to .ogg) but if I convert the .wav to PCM signed mono (any bit level) it works.  It's a really odd problem I only noticed recently.

Pumaman

Quotefunction room_AfterFadeIn()
{
if (UNKNOWN_INTERACTION_VARIABLE_0 == 0) {
room_b();
UNKNOWN_INTERACTION_VARIABLE_2 = 1;
}

Hmm thanks, I'll look into this.

QuoteAgain on the matter of importing: after importing a game, closing the editor and later going back to that game, I'm now getting warnings like "Function hHotspot1_Look already exists and could not be created" (for every single room function) when a room file brings up an error.

This should stop happening once you've successfully saved the room. The problem is that if the room has compile errors when it is imported, until the errors are fixed the file can't be saved, which means that when the room is reloaded it's still a 2.72-format file and it will try to upgrade it again (hence the warnings).

Is this error happening to you with a room that you've successfully saved?

QuoteI think the reason it's cutting off is because all the mp3 files that I converted into mp3 cut off on the end in the game. The actual file will play normally. Is there any reason why converted mp3's will not play?

I'm not sure exactly what you mean, but I think I remember there being a couple of issues with the mp3 player cutting off files slightly early. I think the only solution that was found was to add 100ms of silence or something at the end of the file. OGG and WAV should work though.

QuoteI've recently found out that AGS will not play WAV files that are compressed in ADPCM format. While that's not a problem (conversion is easy), it would help if there was some sort of warning or log entry for this; I was rather confused why the sound wasn't playing.

This is a known issue, but perhaps it should be better documented.

subspark

I think the start page is a grand idea however I think it could be expanded in a few key areas:

     1. All help and documentation can be explored inside the main window like the start page.
     2. All documentation in the main window should be presented in wiki format for convenience.
     3. A 'live' online start page with recent news and updates.

I personally like the idea of tight intergration and with the way things are going, it seems rather fitting to have everything within the editor viewport including help and doccumentation.

Does anybody agree with this little idea?

Cheers, Paul.

Ishmael

I prefer to have the manual as it is - easily at hand, portable, independent. And the F1 context help is very useful, I don't know how that'd work as well with an integrated help.

And what is 'wiki format'? I think everything's presented just fine right now anyway...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

monkey0506

One complaint I have about the help file ATM is that if you open it using the editor (i.e., Help->Dynamic Help, Help->Contents, or Help->Index), you can't switch between it and the editor like you would normal windows (the focus is always forced back to the help file). You have to minimize the help file to switch back to the editor. Opening the help file manually doesn't do this.

It would be interesting if the help file were to be integrated (although we mustn't get rid of the external one; no sense having to open the editor just to peruse the manual), though I imagine that would probably put a fairly heavy load on CJ for something that (IMO) is really very low priority.

As for a 'live' start page, I think it would be cool, but I wouldn't make it a high priority item; I'd rather see...say...dynamic arrays within structs first. :=

Recluse

#272
Unhandled Error: Occurs when saving:

Quote
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 2.8.0.9

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ---> System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at ccCompileText(SByte* , SByte* )
   at AGS.Native.NativeMethods.CompileScript(Script script, Script[] headers, Game game, Boolean isRoomScript)
   at AGS.Editor.Components.RoomsComponent.SaveRoomOnThread(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.Components.RoomsComponent.SaveRoomButDoNotShowAnyErrors(Room room, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.SaveRoomAndShowAnyErrors(Room room)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreSaveGame()
   at AGS.Editor.AGSEditor.SaveGameFiles()
   at AGS.Editor.Components.FileCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

Seems rather serious, because of the potential for loosing work. :o
All your verbcoin are belong to us.

lowesalex

When you change a chars name in the editor,it does not chane it in the script .


monkey0506

That has never been automated. You have to modify the script manually in these cases.

Pumaman

Quote1. All help and documentation can be explored inside the main window like the start page.

I like the idea of the help being inside the main window, but I'm not sure how difficult it would be to implement.

Quote3. A 'live' online start page with recent news and updates.

We're not Microsoft, I don't think the AGS website has enough bandwidth to be downloaded automatically when anyone starts AGS!!

QuoteUnhandled Error: Occurs when saving

Is it one particular room that causes this problem? Can you post (or upload) the script that makes it crash?

monkey0506

Quote from: Pumaman on Mon 03/09/2007 22:28:14
Quote3. A 'live' online start page with recent news and updates.

We're not Microsoft, I don't think the AGS website has enough bandwidth to be downloaded automatically when anyone starts AGS!!

Hahaha! Yes! ;D This post really made me laugh out loud.

Quote from: lowesalex on Mon 03/09/2007 21:06:44When you change a chars name in the editor,it does not chane it in the script .

Regarding this though...would it be possible for the editor to automatically run through the scripts and replace things like Character (script) names if they're changed? As I said, it never has been automated, but if I rename cEgo to cRoger then couldn't the editor automatically change this in the scripts? Presumably if it could do this you would have to first close any open scripts...but I don't really know if something like this would even be possible/reasonable....Chris? ::) Of course I wouldn't say it's a high-priority request, but it would make sense if it's not too difficult to implement. Save those unaccustomed to this behaviour a bit of trouble. ;)

Ishmael

But what about the case where you have a new character cChar1, who you want to be your new player character, but you still want to have the old main character in the game, so you rename cEgo to cChar2 and cChar1 to cEgo, and end up having to run through everything to replace cChar2 with cEgo again?

I prefer the current style, anyway. You shouldn't go changing your character's script names in late developement anyway :P At the beginning replacing a few names manually shouldn't be too much work for you. As said, this is not Microsoft. You might actually need to do something all by yourself and on your own initative :)
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

Rui 'Trovatore' Pires

Or, easier still, use cChar1 as your player character, without renaming him to cEgo.

Easier still, use the "player" tag/keyword/thingy.

Really, is this such a big deal?
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monkey0506

I'd say probably no, it was just an idea. ;)

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