AGS 3.1.0 Final - World's Heaviest Bridegroom Edition

Started by Pumaman, Sat 05/07/2008 23:21:19

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Pumaman

QuoteI have a GeForce card which uses the NVidia Control Panel.

There is indeed a pane with different settings for scaling non-native resolutions:

Hmm, could you check if there is a specified Direct 3D settings area in the nvidia control panel, and see if there are any options like forcing on full-screen anti-aliasing or anything like that?

QuoteI have about 20 rooms of a 800 x 600 res game (Darkdevil County) more or less completed, some with a fair amount of scripting.  The "keep lo res" mode doesn't work the way I'd thought it would, however, since all screen coordinates settable in the room properties panes get converted.  In particular, even though on the screen hotspots look right, when you move the mouse over them or try to run an interaction, the coordinates aren't right. 

Thanks for raising this, I've investigated and there was a problem with GetLocationName in backwards-compatible mode. I'm not sure how I missed this myself, but anyway it's now fixed in beta 3a.

TheMagician

Quote from: PumamanHmm, could you check if there is a specified Direct 3D settings area in the nvidia control panel
Well there is a panel with settings for 3D applications ... but I can't make sense out of most of them:



I set basically everything to "off" but it still looked the way I described before.
Perhaps, as you suggested, the best thing is to try and see whether other users experience a similar problem.

Here is a simple test game

Everybody feel free to download it and take a look at Rogers mouth and arms especially to see if anything is distorted when you compare DX5 to D3D 9.

SSH

Quote from: Pumaman on Sat 05/07/2008 23:21:19
* Added 1024x768 resolution support.

Have you added a new option to the games database pages? ;)
12

freshpaint

Region code seems to have got broken.  I can't draw a region using the blocky thing in the editor under 3.1 beta 3a using either resolution mode.  (check out the 640 x 400 hi-res roger buggy test, above).

Have been working on converting all coordinates (isn't going to be as bad  as I'd originally thought).  With the "use high res mode":

In my Darkdevil game (800 x 600, 32bit color, regions aren't responding to walk-on/off events.

Also, the text gui I'm using for dialogs didn't get scaled up, so everything wraps in a squished space. Is there a textbox width command I'm missing?

Is it my imagination, or are NPCs running more slowly?  I felt compelled to double the speed of the NPC on my opening screen (a bus that uses waypoints).


monkey0506

#44
Guess I was being a bit daft about the DisplayOptions thing...don't know what I was thinking. Confused myself methinks. Sorry.

As for the dialog's ID...I'm sure I wanted to use it for something...but I lost the file I was working on at the time and forgot what I was doing.

(Edit) I remembered what I needed it for! I'm creating a dynamic array to store whether dialog options are elligible for scrolling or not based off of Game.DialogCount * MAX_OPTIONS where MAX_OPTIONS represents the highest number of options used by any dialog. In referencing the array I need the dialog's ID to get the appropriate index, i.e.:

Code: ags
int ID = (this.ID * Dialog_MaxOptionCount) + option;


As I said, it can be worked around, but an ID member would be faster.

Anyway, thanks.

Joseph DiPerla

Quote from: Pumaman on Sat 05/07/2008 23:21:19
I

Changes in 3.1 beta 3:

* Added 1024x768 resolution support.



Holy Crap!!!!! I didn't expect this one so soon...
Joseph DiPerla--- http://www.adventurestockpile.com
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freshpaint

#46
When you do Ctrl-S to give yourself all inventory items in "use hi-res mode", everything gets crunched up (I'm 800x600, 32bit color mode). This is part of the screen:



Outside of Ctrl-S mode, when you invoke the inventory window gui, it appears correct  (items spaced out ok EDIT: I spoke too soon -- they seem cramped too) except that the clickable area of each inventory item seems to be incorrect (I can only activate an item if I click in the top left half of it).  Do I have to change this manually somehow?

Ctrl-W doesn't place you on a walkable area any longer, or else uses an incorrect map.  Ctrl-A shows old lo-res walkable map.

Ctrl-D works great!

UPDATE:  the arrow keys seem to be broken -- do I have to load an updated keyboard module?

SSH

You should probably change the numbers in the inv window control within the gui. The spacing is set there and seems like the defaults are too small in hi-res mode...
12

freshpaint

SSH -- thanks.  That did the trick.  The editor converted the height/width of outer and inner windows and buttons, etc. correctly, but not the items or screen placement.  The other issues involving walkable areas/regions and arrow keys remain.

Pumaman

QuoteRegion code seems to have got broken.  I can't draw a region using the blocky thing in the editor under 3.1 beta 3a using either resolution mode.  (check out the 640 x 400 hi-res roger buggy test, above).

Hmm yes I get this with the "buggy test" game too. How did you initially import the rooms? The game is 640x400 but the rooms seem to have been imported in "low-res" mode which is confusing it. I need to fix the editor but I'm trying to work out how it arrived in this situation -- did you initially import some 320x200 backgrounds and then change the game to 640x400?

QuoteIn my Darkdevil game (800 x 600, 32bit color, regions aren't responding to walk-on/off events.

I'll look into this one.

QuoteAlso, the text gui I'm using for dialogs didn't get scaled up, so everything wraps in a squished space. Is there a textbox width command I'm missing?

I'm not sure what you mean here. Which type of Dialog Options are you using? Do you have a text window GUI or are they being placed on a normal GUI?

QuoteIs it my imagination, or are NPCs running more slowly?  I felt compelled to double the speed of the NPC on my opening screen (a bus that uses waypoints).

Hmm, movement speeds should be the same. I'm pretty sure this was the case when I tested it but I'll double check. Are you saying that your NPCs have this problem but the player character doesn't?

Quote(Edit) I remembered what I needed it for! I'm creating a dynamic array to store whether dialog options are elligible for scrolling or not based off of Game.DialogCount * MAX_OPTIONS where MAX_OPTIONS represents the highest number of options used by any dialog. In referencing the array I need the dialog's ID to get the appropriate index, i.e.:

Fair enough; everything else has an ID property so dialogs should too.

QuoteCtrl-W doesn't place you on a walkable area any longer, or else uses an incorrect map.  Ctrl-A shows old lo-res walkable map.

Ah oops, I forgot to check those. I'll look into them.

QuoteUPDATE:  the arrow keys seem to be broken -- do I have to load an updated keyboard module?

Hmm no you're right, Character.WalkStraight is broken. I'll get it fixed.

Thanks for giving this a proper try-out, freshpaint -- it's just what we need to get the bugs worked out. I'm surprised at how many things I managed to miss when I was testing it out...

freshpaint

character.placeonwalkablearea doesn't work either (or rather, seems to use old lores map).

The buggy test import question: I think I imported the original room at 320, then found out I couldn't run it at that resolution full-screen on my machine, so scaled it up, but this was more than a month ago using whatever version was current then.

The dialog box that doesn't scale sideways  is a text box (the kind where you have to give it corners).   Also, the corners don't pick up transparency, and show up black.  I use the same gui for "custom text-window GUI" and it works just fine. Thusly: (I use truetype fonts).

(new 3.1)


(old 3.02)


It would be great if you could set a width property for this kind of gui.

PS: I actually kinda like debugging -- when it isn't my own s*it.... And since I'm currently ahem, er resting between employment opportunities...

The slowdown only seems to be noticable with NPCs.  I turn on FPS display and it is the same as before.  Player character seems ok, except regions have no effect.  I'm going to double check -- but it seems like my NPC in this room (Kyle) triggers a region interaction when he leaves the room (correctly, I think, I can't remember how I programmed it), but when player tries to leave the room across the same region, the trigger doesn't happen.  Nor do any of the lighting effects, music cues, etc.  that are set by regions.

Pumaman

Ok, beta 4 is now up, which should address all the reported issues with hi-res co-ordinates.

So far I haven't been able to reproduce any NPC speed problem, so please let me know if you discover any more about this.

QuoteIt would be great if you could set a width property for this kind of gui.

You can use the game.max_dialogoption_width setting to override this -- though the problem is now fixed in beta 4.

freshpaint

CJ, you are magnificent!  All the fixes work great. 

Will continue to work with this version going forward.  Will probably be uploading the new 1.5 version of Darkdevil County in the next few days using this version, since it has the alpha channel save fix in it as well.

Will see if I can get a specific example of the slowdown thing.  My computer sucks and does weird cycle-downs if it overheats, so it's possible it's a hardware problem.  I have a bus "walking" in the background using waypoints in room repeatedly execute, passing over several scaled walkable areas and lighting regions.  Maybe the pathfinder has more to check now?


monkey0506

Bug...?...report?

I am using Windows XP on a shared computer. I got off to let one of my roommates on, saved my work, but left the editor open. I chose to switch users to leave my programs open so I could get back to work a bit faster when I got back on. My roommate then turned the computer off ignoring the "other users are logged on" warning. When I started AGS all of my pane sizes had all gone haywire.

If it makes a difference...it may have simply been user/OS joint-stupidity: I first clicked "Log Off" which would have closed my programs except XP told me "The program cannot end because it is waiting on a response from you." AGS was prompting me whether I wanted to save. I closed the prompt but the logging off didn't continue. So I then selected "Switch Users" which is what I meant to choose in the first place. So perhaps it may have come as a result of that.

Anyway, perhaps unlikely as a recurring/common bug, but I thought you might want to know about it in case there are any other related issues. ;)

Pumaman

QuoteCJ, you are magnificent!  All the fixes work great. 

Will continue to work with this version going forward.  Will probably be uploading the new 1.5 version of Darkdevil County in the next few days using this version, since it has the alpha channel save fix in it as well.

Glad to hear it -- do let me know if you find any other issues.

QuoteI am using Windows XP on a shared computer. I got off to let one of my roommates on, saved my work, but left the editor open. I chose to switch users to leave my programs open so I could get back to work a bit faster when I got back on. My roommate then turned the computer off ignoring the "other users are logged on" warning. When I started AGS all of my pane sizes had all gone haywire.

Hmm strange, I tried doing something similar in Vista but it seemed ok. It's not exactly bug of the year but I'll keep it under review.


Anyway, beta 5 is now up with some minor changes and stuff.

freshpaint

#55
In latest 3.1 beta 5, hotspot markings have disappeared from the room edit screen (the little x marks).  The hotspots are painted correctly, the walktox,y in the property grid are correct, and the game runs correctly, but the markers are displayed wrong, almost as though they got double-converted, since if I play around with the scroll bars I sometimes see one or two of them shifted down about half a screen into the bottom gray area.

I hadn't noticed the markers missing in the previous beta version.  I was trying to create a new hotspot in a room and noticed it.  Both the new hotspot I created and converted hotspots have markers missing.

This is my Darkdevil County game I've been testing under each new version of 3.1.
It's 800  x 600, 32bit color.  I use 120 dpi.

UPDATE:  Also doesn't show up in the little Buggy Test file (which I think you have).

EDIT:  Also noticed that the gui corners for my dialog text box show transparency correctly if I use directdraw5 driver rather than (my default) 3d9:

dd5:



3d9:


SSH

I got this when trying to copy a sprite in from clipboard and then edit it:

---------------------------
Application Error
---------------------------
An unexpected error occurred. See below for details.

System.ComponentModel.Win32Exception: Error creating window handle.

   at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp)

   at System.Windows.Forms.Control.CreateHandle()

   at System.Windows.Forms.ToolStripDropDown.CreateHandle()

   at System.Windows.Forms.Control.get_Handle()

   at System.Windows.Forms.ToolStripManager.ModalMenuFilter.PreFilterMessage(Message& m)

   at System.Windows.Forms.Application.ThreadContext.ProcessFilters(MSG& msg, Boolean& modified)

   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FPreTranslateMessage(MSG& msg)

   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)

   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)

   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)

   at System.Windows.Forms.Application.Run(Form mainForm)

   at AGS.Editor.Program.RunApplication(String[] args)
---------------------------
OK   
---------------------------
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SSH

#57
Dragging a new GUI button, it snaps back to half its size and co-ordinates after drawing it

I think GetTextWidth (and height?) are getting confused, too. They seem to return double the size.

Actually, what seems to be happening, is that even in native co-ords mode, DrawingSurface.DrawString doesn't use native co-ordinates unless you explicitly set UseHighResCoordinates on that D.S. However, all the graphical D.S. functions default to high res coordinates when in native mode.

12

freshpaint

#58
Just got this error.  Not sure what exactly I did except rename a music mp3 that I'd made a typo in. (EDIT: I think I had something called music9windsound.mp3 in the music folder)

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.1.0.52

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at new(UInt32 )
   at LineLayout.Resize(LineLayout* , Int32 maxLineLength_)
   at LineLayout.{ctor}(LineLayout* , Int32 maxLineLength_)
   at LineLayoutCache.Retrieve(LineLayoutCache* , Int32 lineNumber, Int32 lineCaret, Int32 maxChars, Int32 styleClock_, Int32 linesOnScreen, Int32 linesInDoc)
   at Editor.RetrieveLineLayout(Editor* , Int32 lineNumber)
   at Editor.Paint(Editor* , Surface* surfaceWindow, PRectangle rcArea)
   at ScintillaWin.WndPaint(ScintillaWin* , UInt32 wParam)
   at ScintillaWin.WndProc(ScintillaWin* , UInt32 iMessage, UInt32 wParam, Int32 lParam)
   at ScintillaWin.SWndProc(HWND__* hWnd, UInt32 iMessage, UInt32 wParam, Int32 lParam)
   at System.Windows.Forms.UnsafeNativeMethods.CallWindowProc(IntPtr wndProc, IntPtr hWnd, Int32 msg, IntPtr wParam, IntPtr lParam)
   at System.Windows.Forms.NativeWindow.DefWndProc(Message& m)
   at System.Windows.Forms.Control.DefWndProc(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at Scintilla.ScintillaControl.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)

cat

Quote* Removed room height limit of 1400 pixels.
Yay! Good to hear that!

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