AGS 3.1.1 Final 3 - Christmas Edition

Started by Pumaman, Wed 12/11/2008 01:33:40

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Pumaman

QuoteBut what about the Tab-switching shortcut you just taught me? Although not on a visible menu, I didn't know about it. I would welcome a manual entry (or equivalent) of editor shortcuts.

Fair enough, there are a few "hidden" shortcuts like Ctrl+Tab and Ctrl+W, it wouldn't do any harm to have a page about them.

Quote> Support Mouse over, Mouse out, left Click, Middle & Right Click functions on objects and hotspots ...

There is a Mouse Over for hotspots.
The usual reason for wanting Mouse Out is supported by Mouse.SaveCursorUntilItLeaves
Left/middle/right click handlers are what all the event handelrs like "Look at", "Interact with" etc are for ... if you don't want to use them there is an "Any click" event you can use instead to catch all.

Quote> Improved display of antialisaing Fonts ...

What do you mean?

Quote> Supports Draw oultine on sprites

What do you mean? Why would you want AGS to draw an outline round your sprites?

QuoteA thing I'd like to see, though, would be the renumbering/resorting feature of rooms to be extended, at least to views, but characters are also a sensible suggestion I think. Call me spoiled, but I think it's useful to resort these "building blocks" in any way I like, so I'd really appreciate that.

Fair enough, especially with the inventory order as Trent says. I can see that would be useful.


Oh also, I've discovered that ListBox.FillSaveGameList is broken in this beta, so I'll get it fixed for the next one.

mikosworld

> Improved display of antialisaing Fonts ...
> What do you mean?
I mean, the font anti-aliasing appears poor quality :(

> Supports Draw oultine on sprites
> What do you mean? Why would you want AGS to draw an outline round your sprites?
Draw an outline as in Monkey Island, Runaway, when one item is on another item, object or hotspot ....

RickJ

No More Files Error on net mapped drives,

Just a reminder about this.  I believe in a our previous discussion it was determined that .NET incorrectly throws an error condition when getting a list of files from an empty directory and that the error could be filtered and safely ignored.   I can ask smiley to workout a code snippet to do the filtering if that would be helpful.  Thanks for all your hard work.

Trent R

Quote from: mikosworld on Fri 14/11/2008 01:32:00
I mean, the font anti-aliasing appears poor quality :(
Are you sure you're using TTF fonts and you're not talking about the defeault fonts?

Quote from: mikosworld on Fri 14/11/2008 01:32:00
Draw an outline as in Monkey Island, Runaway, when one item is on another item, object or hotspot ....
Can't you just draw an outline in your favorite paint program, and use the Mouse.SaveCursorUntilItLeaves (look it up in the manual, or the forums)


QuoteFair enough, especially with the inventory order as Trent says. I can see that would be useful.
Does that mean I can expect it within a few betas? Or at least with 3.1.1 release? Oooh goody!

QuoteOh also, I've discovered that ListBox.FillSaveGameList is broken in this beta, so I'll get it fixed for the next one.
I've used that in my game, but I haven't been saving recently so I never noticed...


~Trent
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.


Current Project: The Wanderer
On Hold: Hero of the Rune

Dualnames

Quote from: Pumaman on Wed 12/11/2008 01:33:40
* Added support for running normal scripts as part of dialog scripts, and thus obsoleted the run-script, dialog_request business

WOW. That is definetely one hard thing to script, and yet even if it might appear to be buggy..woo..I so think this is one hell of an improvement.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Pumaman

QuoteI mean, the font anti-aliasing appears poor quality

Can you post a screenshot with an example of this?

QuoteDraw an outline as in Monkey Island, Runaway, when one item is on another item, object or hotspot ....

Well, considering that games tend to brighten the sprite as well as adding an outline in various styles, I don't think it makes sense for AGS to try and do this automatically.
As Trent says, it's easy enough for you to simply draw an alternate sprite with the outline, and then switch the mouse cursor to show the other sprite when over an item.

QuoteNo More Files Error on net mapped drives,

Just a reminder about this.  I believe in a our previous discussion it was determined that .NET incorrectly throws an error condition when getting a list of files from an empty directory and that the error could be filtered and safely ignored

I've looked into this further and it seems to be a Win32 error where FindFirstFile returns the wrong error code on Linux shares. I've put something into RC 1 that should get around this, let me know if it fixes the problem.

QuoteDoes that mean I can expect it within a few betas? Or at least with 3.1.1 release? Oooh goody!

Hehe don't push your luck  :P
There are a lot of requests that would be useful to add, sadly there's not enough time in the day to add them all.


Anyway, as I said this version is on quite a short release cycle because it fixes a few important 3.1 issues, so Release Candidate 1 is now up. I am not planning to add anything further to 3.1.1 now, except bug fixes.

Shane 'ProgZmax' Stevens

Excellent work, CJ.  You're really going overtime with the updates.

Also guys, please remember that none of these release threads are for suggestions.  If you'd really like something added, do a search to see if it's been asked already/implemented, and if not, make a separate thread for it :).

RickJ

Quote
I've looked into this further and it seems to be a Win32 error where FindFirstFile returns the wrong error code on Linux shares. I've put something into RC 1 that should get around this, let me know if it fixes the problem.
Thank you so much, it seems to work just fine.  I'll give it some heavy duty testing in the next couple of days but so far it seems top work just dandy.  Thaniks again...

mrsix

Im not sure if I've done this right, but I unzipped all the files to my AGS location, and overwrote the same file names, and now it says "This application has failed to start because the configuration is incorrect, re-installing may fix the problem".

DId I do this wrong??

Gilbert

What's the version of the AGS folder you overwrote the files to?

It must be at least V3.1.

Also, when trying a new beta, make sure you copy the AGS folder to a new one and overwrite the files in the new folder.

freshpaint

#30
UPDATE: did quick compile of Darkdevil County and got tons of error messages:

Dialog 0(26): The command 'return' will be ignored since the script for this option has already finished
Dialog 0(36): The command 'return' will be ignored since the script for this option has already finished
Dialog 5(51): The command 'stop' will be ignored since the script for this option has already finished
Dialog 7(18): set-globalint must supply global int number and new value
Dialog 7(26): set-globalint must supply global int number and new value
Dialog 8(7): The command 'return' will be ignored since the script for this option has already finished
Dialog 8(10): The command 'return' will be ignored since the script for this option has already finished
Dialog 9(23): The command 'return' will be ignored since the script for this option has already finished
Dialog 10(20): The command 'return' will be ignored since the script for this option has already finished
Dialog 11(14): The command 'return' will be ignored since the script for this option has already finished
Dialog 24(24): The command 'return' will be ignored since the script for this option has already finished

I did nothing to any of the scripts or dialogs since 3.1 RC2.  Not really sure what these messages mean or what I should do to fix them.  Will I have to convert all the dialogs to using the new methods?

ORIGINAL MESSAGE: You're too quick for me!  One more art project to deliver, and then it's back to Darkdevil County.  Am downloading latest release now. Now that election in US is over, time to obsess about something truly meaningful <ggg>

Pumaman

QuoteExcellent work, CJ.  You're really going overtime with the updates.

That's what being "between jobs" does to you!! Sadly that time for me has now come to an end, so don't expect any more new releases at this speed  :P

QuoteThank you so much, it seems to work just fine.  I'll give it some heavy duty testing in the next couple of days but so far it seems top work just dandy. 

Glad to hear it, let me know if you have any problems.

QuoteIm not sure if I've done this right, but I unzipped all the files to my AGS location, and overwrote the same file names, and now it says "This application has failed to start because the configuration is incorrect, re-installing may fix the problem".

Create a new empty folder and unzip the zip file into that. See if the editor will start then.

QuoteUPDATE: did quick compile of Darkdevil County and got tons of error messages:

Most of those look like warnings, not errors. Because the dialog script compiler has been rewritten in 3.1.1, it will detect problems that it didn't used to find.

QuoteDialog 0(26): The command 'return' will be ignored since the script for this option has already finished

This is simply warning you that the dialog script has already finished so the "return" is redundant. For example if you do this:

@1
ego: "Hello"
goto-dialog dSecondDialog
return

you'll get that warning because "goto-dialog" aborts the script, so you don't need the "return".

QuoteDialog 7(26): set-globalint must supply global int number and new value

Can you post the line of dialog script that causes this error, so I can see if it's a bug in the compiler or a genuine script error?

freshpaint

Here's the entire dialog in question.  Lines 18 and 26 get the red-x error message when I compile with the new 3.1.1 rc 1.  With the new dialog features don't have to do this any longer, but anyway....

// Dialog script file
@S  // Dialog startup entry point
PLAYER: Lina!
LINA: Magwyn?  What are you doing here?
PLAYER: I just gave blood.  How could you forget?
LINA: I don't understand.  Forget what?
PLAYER: I got a message from you, saying it was urgent.  I came right over.
LINA: I didn't send you a message.
return
@1
PLAYER: That's odd.  I heard your brother got shot up pretty bad in that skirmish,
PLAYER: ... so I figured --
LINA: Please!  Enough about the war!  It's all I ever hear!
LINA: If the clones want their independence,
LINA: I say fine!
LINA: I'm leaving.
PLAYER: Lina!
set-globalint 0, 0
run-script 4
stop
@2
LINA: To visit Kyle, of course.
PLAYER: Don't you ever think about anything other than guys?
LINA: Never!
LINA: It's much better than thinking about -- I'm sorry...
set-globalint 0, 1
run-script 4
PLAYER: Lina! I'm sorry!  I forgot about your brother!



stop
///////////////////////////////////

Sorry to hear your "resting" period will soon be over.  Mine continues (unless anyone knows of a job for an old-school C programmer with VB skills, lite HTML..)

Lt. Smash

is there a maximum kbps for sound files or is this a bug in the new version? I can't play soundfiles with 3072kbps. I lowered the rate of the wave file down to 128kbps and now it works in the game (of course with bad quality since its 128kbps).

SSH

Quote from: Lt. Smash on Mon 17/11/2008 19:06:53
is there a maximum kbps for sound files or is this a bug in the new version? I can't play soundfiles with 3072kbps. I lowered the rate of the wave file down to 128kbps and now it works in the game (of course with bad quality since its 128kbps).

Well, of course, there's little point going higher than 3072kps since that's about all that the human ear can discern, in stereo. (48kHz 2x 32-bit)

What program did you generate the files in and are they wav, ogg or mp3?
12

Lt. Smash

I used adobe audition and its a wave file. Anyone knows whats the real maximum kbps for sound?

SSH

Quote from: Lt. Smash on Mon 17/11/2008 20:16:44
I used adobe audition and its a wave file. Anyone knows whats the real maximum kbps for sound?

Most humans can hear up to 20KHz. You need double that sampling frequency to capture that frequency, lets say 48KHz to be on the safe side. You need 32 bits for each channel (left and right) and so you get 48000*32*2=3072kbps. However:

Do you really need stereo? Do you really need 24-kHz frequencies? Do you really need 32-bits? Not if you don't have your own sound-proof recording studio. I'd say that 22kHz sampling, 16-bit resolution and  mono is good enough for sound effects and voice and stereo for music. That makes  352kbps...
12

Adamski


Ishmael

Higher bitrates than 16 seem to cause more or less trouble all over the place. Unless you're making a game targeted for audiophiles I don't see a reason to go that high
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.

rvampire

I noticed the interaction editor is still haunting the help file. Some parts of the help file concerning how to detect which inventory item the player is trying to use still reference interaction editor. I think you can find all the references if you search 'conditional' from the help file.

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