AGS 3.0 Final - it's been a long road

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

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Shane 'ProgZmax' Stevens

#300
QuoteIf we could get some handling for the whole deleting sprites issue (present from 2.72) it'd be cool.

A fix for this would be for ags to check objects for a reference to that sprite number when it's deleted and set them to default sprite 0 or some kind of internal 'error' sprite so people can tell it needs to be replaced.

Ishmael

Quote from: ProgZmax on Tue 11/09/2007 03:22:08
QuoteIf we could get some handling for the whole deleting sprites issue (present from 2.72) it'd be cool.

A fix for this would be for ags to check objects for a reference to that sprite number when it's deleted and set them to default sprite 0 or some kind of internal 'error' sprite so people can tell it needs to be replaced.

And the mysterious blue cups in everyone's games are back :)

But yeah, that could work. But how much work is it? How much use will it be in the end compared to the current system?
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.

Pumaman

QuoteI dont know if this is worth anything but when I double clicked on the rooms to edit them this came up:

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

Is it one particular room file that causes this problem, or are you unable to open any rooms? If it's one room, could you upload the CRM file?

QuoteBack to testing the beta,I am trying to create a walk-behind area like I used to use in 2.7,but the game seems to ignor it???
Or I did not understand how to use it(played with it before posting)or the methd of doing so is more complicated then it shoud be(painting an area ,setting the baselin,test game char dissapears behind the area).

Has anyone else had any problems with walk-behinds? As far as I'm aware it should work fine -- try setting its baseline to 200 and see if the character is always behind it. Also, check that the character doesn't have Ignore Walk Behinds turned on.

Quotestarted making a test game with the new beta 9 using the empty game template. I imported my graphics and then modified the on_mouse_click script. At first the player character didn't move at all when he was supposed to walk (ProcessClick( mouse.x, mouse.y, eModeWalkto )), then the game started crashing whenever ProcessClick was called (with eModeWalkto, it worked fine with Interact and Lookat). I have no idea what I changed when it started crashing

It's crashing because you only have one loop in the main character's walking view. You need at least 4 loops for a walking view -- the editor should probably validate this for you rather than allowing the game to crash, I'll look into it.

QuoteI flipped over to a loaded room tab after deleting a sprite an object used... and the room background was a white background with a red x...

Well, the Delete Sprite warning message does tell you that AGS doesn't automatically handle objects that use it. However, this could probably be validated for the currently open room.

QuoteI created new game called TestGame using empty template, then I created few GUIs and dialogs and quit whitout saving.
When I opened ags again there was, at recently edited games, three of my old games and a game called a NewGame. I thought the new game was the testgame i have created, so i opened it and it asked for backup copy, witch i didnt take.  But instead of opening test game, ags opened my main game (Now there is two of my main games at recently edited games + my old games). And now i dont have a backup copy of my main game 

Was it just the game name that was wrong, or the folder path as well? Did you open AGS 2.72 in between?

QuoteA fix for this would be for ags to check objects for a reference to that sprite number when it's deleted and set them to default sprite 0 or some kind of internal 'error' sprite so people can tell it needs to be replaced.

Yeah, this is feasible to check for the currently open room, anyway.

mchammer

#303
Quote from: Pumaman on Tue 11/09/2007 22:27:36

QuoteI created new game called TestGame using empty template, then I created few GUIs and dialogs and quit whitout saving.
When I opened ags again there was, at recently edited games, three of my old games and a game called a NewGame. I thought the new game was the testgame i have created, so i opened it and it asked for backup copy, witch i didnt take.  But instead of opening test game, ags opened my main game (Now there is two of my main games at recently edited games + my old games). And now i dont have a backup copy of my main game 

Was it just the game name that was wrong, or the folder path as well? Did you open AGS 2.72 in between?


My AGS folders are 'Adventure Game Studio 2.72' and 'Adventure Game Studio 2.8beta9', but because folder paths are so long, AGS's recently edited games shows both folders 'Adventure Game Studio ...'   So cant tell if path was wrong.

And i think i didnt open 2.72 in between. But not really sure about that.
My 40 bullets - An action/war game.

lowesalex

#304
You were right about the walkbehind problem  ;D
Could you change the default baseline to 200?why wouldn't it be logical?
Oh and even better could there be a solid walkbehind option in the design opetions when choosing walk-behinds in the room editor?

mchammer

There is a bug when using animated cursors. When you animate cursor by selecting i.e. view 2, cursor uses view 3 when animating. Seems that true view is always one number bigger than selected view.
My 40 bullets - An action/war game.

mchammer

#306
Dunno if this is mentioned before, but AGS crashed whitout any error message when i created room 6 and selected edit room. I had room 5 script open while doing this (i was editing object0's use object event) , but room 5 itself wasnt open.

This error message popped up when clicked edit room.


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.
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
My 40 bullets - An action/war game.

Shane 'ProgZmax' Stevens

QuoteYeah, this is feasible to check for the currently open room, anyway.

You could do a simple object property test whenever a room opens, couldn't you?

Pumaman

QuoteMy AGS folders are 'Adventure Game Studio 2.72' and 'Adventure Game Studio 2.8beta9', but because folder paths are so long, AGS's recently edited games shows both folders 'Adventure Game Studio ...'   So cant tell if path was wrong.

Ok, well I think the best thing might be for me to make 2.8 use a different Recent Games List to 2.72, to avoid them getting mixed up.

QuoteYou were right about the walkbehind problem 
Could you change the default baseline to 200?why wouldn't it be logical?

Hehe, if it defaulted to 200 then you'd get complaints from people saying that their walk-behind area wasn't working because the character was always behind it!!

QuoteThere is a bug when using animated cursors. When you animate cursor by selecting i.e. view 2, cursor uses view 3 when animating. Seems that true view is always one number bigger than selected view.

Thanks for this, it's fixed in beta 10.

QuoteError: 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.
   at load_room_file(SByte* )

Does this happen every time you try to open this room, or did it do it just the once? This is the second time that a crash on opening a room has been reported, but so far I've been unable to reproduce the problem...


Anyway, beta 10 is now up. The changes are listed in the first post, but the most significant thing about this release is that I've merged in the D3D accelerated engine; being in this beta should give it a bigger exposure to testing to find any faults.

Also, I've been thinking ... with a brand new editor and 3D Acceleration in the engine, perhaps this is the best opportunity there'll ever be to change to that mythical Version 3.0 ...

mchammer

#309
Quote
Does this happen every time you try to open this room, or did it do it just the once? This is the second time that a crash on opening a room has been reported, but so far I've been unable to reproduce the problem...

It has happend couple times when i have tried open a room (i think it doesnt matter witch room number i try to open). And when i get this error message once, i keep getting it everytime i press any 'edit room' button. But when i save, close AGS and open it again, everything works fine.

My 40 bullets - An action/war game.

ciborium

I am running 2.8b9 and just tried the 'Check for updates' function in the editor, knowing that there was an update to b10.  The editer *seemed* to do a check and found no new beta updates.

Has this actually been implemented?

BTW I already have the d3d file in the directory.

somnolik

#311
Hi.

Quote from: PumamanOk, beta 9 is now up. This should fix most of the reported issues -- if there are any outstanding problems, please let me know.

I'd be interested to know whether this new version works on Windows 98 or not.

I just tried beta9 and beta10 on Win98SE, and after installing IE 5.01 (prerequisite for .NET) and .NET 2.0 they both run just fine, as far as I can tell. Games compile and run fine too.

One little thing I noticed: When you press CTRL-(character) in the scripting window, chances are that the editor prints the corresponding escape character. So when you close the tab by pressing CTRL-W you may end up with an unintentional end-of-transmission-character in your script for the interpreter to choke on.

This seems to happen only if the script is already marked as modified (*), not if you just open it and close it again.

This occurrs both in beta9 and beta10.

PS: Respect to Pumaman for all his efforts creating and maintaining such an excellent piece of software over all these years. Happy birthday :)

BStoltman

#312
I have a request... and I would think this would be a quick easy addition to AGS. I am use to having my object panels, "The windows with views, and Gui's etc." on the left side of my workspace. Can you impliment a drag and drop control, or even just an option in preferences that flips sides.

Thanks,

Ishmael

Quote from: BStoltman on Wed 19/09/2007 07:54:55
I have a request... and I would think this would be a quick easy addition to AGS. I am use to having my object panels, "The windows with views, and Gui's etc." on the left side of my workspace. Can you impliment a drag and drop control, or even just an option in preferences that flips sides.

Thanks,

I've asked for this already, but it seems it went unnoticed. Anyway, I second this. One reason being my limited eyesight.
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.

khnum

#314
Just tried beta 10: it's rather strange, but while D3D works perfectly, i get a probleem with directDraw :o: i don't know how to explain it, but there's some "residual" of the precedent backround on the new one, when switching to another room...


tristan78

Quote from: ciborium on Wed 19/09/2007 03:08:50
I am running 2.8b9 and just tried the 'Check for updates' function in the editor, knowing that there was an update to b10.  The editer *seemed* to do a check and found no new beta updates.

I've tried this to and got the same. From 2.8b8 to 2.8b9 it was fine.

I have another problem. There is a compilation error:
Message: Error (line 66): macro 'MICHI' already defined.
File: _AutoGenerated.ash

I have one character named cMichi (realname "Michi") and i have a view named "Michi". When i rename the view into "vMichi" the debug-run and the built works without errors.
But when i run the game (DirectDraw or Direct3D) and talk to the character Michi the second time,  i get the following message: 

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.80.946)

Error: Out of memory: failed to allocate -1498717290 bytes (at PP=77)

---------------------------
OK   
---------------------------

TheMagician

Happy birthday AGS :D
And thank you CJ for your never-ending dedication to this editor!

Now that the D3D-Eninge is integrated into the official Beta, may I quote you (CJ) from the D3D-thread:

Quote from: Pumaman
There are possible solutions to the RawDraw issue, but first I want to get this engine to a stable state.

You think there is a chance of implementing that into this version?

Rui 'Trovatore' Pires

Just letting you know, there's a bit of a slowdown with D3D on a game with 32bit, 800x600. Yeah, I know, hardly surprising. But there was no slowdown before, and there's no slowdown with DirectDraw. The game is mostly static slideshows, so the only point where the slowdown is perceptible is the mouse - it doesn't move smoothly at all, it jerks around.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

scotch

You know he will need more info than that :P specs, what's happening code wise, what exactly is on screen, etc!

Rui 'Trovatore' Pires

Yes, I was afraid of that... it's been so long since I last dabbled with this particular project, I've forgot most of anything about it.

Nevermind, then. If it happens to someone who's actually still actively using it, he/she'll be able to provide necessary detail. If not, then it must not be a biggie.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

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