AGS 3.1.1 Final 3 - Christmas Edition

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

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Pumaman

QuoteSituation:
Accidentally, you could open the menus and save your game having as inventory cursor that sprite. Thing is I saved the game. When I load it the sprite that I set as starting sprite appeared.

I'm really not clear about what you're saying. Can you post some snippets of the script you're using to do this?

QuoteI'm trying to use a DynamicSprite to load a bitmap and draw it on a button, but when I run
I don't get the right-hand column or the bottom row of pixels drawn.

Thanks for reporting this, yes it seems that ClipImage is chopping off the right and bottom row of pixels if the button size is exactly equal to the image size.

QuoteThis is a bug barely worth a mention, but when I started an empty game with this version it defaulted the first room created to 301 for some reason.

Did you check the "Do not save state in this room" box?

QuoteGives completely wrong, random results when I draw something after calling DrawingColorRGB. Calling the function with ( 0, 255, 0 ) should give me green, it gives me pink, calling it with ( 255, 0, 255 ) gives me white, ( 255, 0, 0 ) gives black etc.

I can't reproduce this problem. What colour depth is your game?
When you say that the second example works, what colour number are you passing into it?

QuoteEDIT: Also, I imported a module named "Renderer" in another project, in AGS 3.1.0.59 it renamed it to "renderer" (lower case) and whenever I try to capitalize it, it says "Module 'Renderer' already exists". I can rename it to "renderer2" or "rensjfkdgsdkf2", but even when capitalizing THAT it'll say "Module 'Rensjkfdjkdfsd2' already exists".

Thanks for reporting this, yes it seems that you can't rename a script to the same name but different capitalisation. As a workaround, rename the script to a totally different name like "temp" then rename it back to the name that you want.

QuoteThis generates 3 warnings.  If I remove the offending 3 return statements (after the new-room statements) I get the red-circle-with-x errors instead, so the game can't be created.  UPDATE: I think it might be a whitespace thing -- I removed the blank lines and don't get the error messages when I recompile after removing the returns.

Well spotted, I get this problem too if there is an indented blank line between script sections. The easy workaround is just to make sure that the line is totally blank and doesn't have any spaces on it.

QuoteI'm modifying Akumayos weather plugin right now and stumbled across this.
Whenever a function in a struct has more than 10 parameters, I get an "unresolved import error". With less than 10, it works fine.

Although this is a known issue, AGS should handle it better and provide a better error message for this, which I'll look into.


In terms of where we are now, none of these reported bugs except freshpaint's blank dialog lines problem are new problems in 3.1.1 -- all the others also affect AGS 3.1.

Therefore, I don't intend to unduly delay 3.1.1 by trying to fix everything now; I'll produce an updated version with a fix for the blank lines to avoid any backwards compatibility issues, and then unless any other 3.1.1-specific problems are found we'll go to the final official release.

Pumaman

Ok, I've uploaded a Final 2 release with the blank lines fix.

The other issues reported can wait until 3.1.2, since they also affect 3.1 and therefore the new version is not making things worse.

Shane 'ProgZmax' Stevens

QuoteDid you check the "Do not save state in this room" box?

Nope, though it hasn't happened again.  Also, I tried importing one of my games into 3.1.1 Final 1 and a lot of the sounds weren't playing for some reason.  The game had been built with a 3.0 version as well.

DoorKnobHandle

Quote from: Pumaman on Sun 21/12/2008 16:17:57
QuoteGives completely wrong, random results when I draw something after calling DrawingColorRGB. Calling the function with ( 0, 255, 0 ) should give me green, it gives me pink, calling it with ( 255, 0, 255 ) gives me white, ( 255, 0, 0 ) gives black etc.

I can't reproduce this problem. What colour depth is your game?
When you say that the second example works, what colour number are you passing into it?

Solved the problem, I forgot to import an actual black background for the room, so the color depth was messed up or something. It works fine now. I always forget to import an actual room image now that the room starts out with a black image initially. Is there any way around this, a warning or some kind of automation?

freshpaint

Thanks for addressing the blank line thing.  Unfortunately, I am without a computer I can use to test the game right now (am using a public computer while mine gets fixed again).  Will check it out as soon as my system is returned to me (maybe Friday or this coming Monday).  Until then, Happy Christmas to all who believe in Santa.

Pumaman

Quote from: ProgZmax on Mon 22/12/2008 01:07:22
I tried importing one of my games into 3.1.1 Final 1 and a lot of the sounds weren't playing for some reason.  The game had been built with a 3.0 version as well.

Can you confirm whether there is a problem here? Has anyone else had any problems with sounds?

QuoteSolved the problem, I forgot to import an actual black background for the room, so the color depth was messed up or something. It works fine now. I always forget to import an actual room image now that the room starts out with a black image initially. Is there any way around this, a warning or some kind of automation?

Ok great, glad it's solved. I'll look into some sort of warning in this situation.

Dualnames

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

Ah ok, this is because you're using ChangeModeGraphic to change the graphic of the inventory cursor. However, because the inventory cursor is automatically managed by AGS it is getting changed back again.

This isn't a 3.1.1-specific issue, therefore I won't let it hold up the release. I will look into a fix.

Dualnames

I said that yes I located a version that still occured (3.02)..I've bypassed it manually but thanks for looking it up.
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)

Shane 'ProgZmax' Stevens

#89
QuoteCan you confirm whether there is a problem here? Has anyone else had any problems with sounds?

All I can confirm is that it is indeed happening with the game every time I load it.  Some sounds still play while a majority of others do not.  Not sure what happened to do this to the sound files, really.

When I try playing some of these sounds in the audio manager for the new version the playback bar pingpongs back and forth and no audio plays, though they played fine in 3.0. 

I've uploaded one of the sounds this happens with.
http://www.mediafire.com/?2mxigxmmqez

Also, the editor still has problems importing images that don't use palette slot 0 as the transparent color, in other words it just makes it transparent even though I'm clearly using slot 255 of the palette.  It will even make any uses of slot 0 black if I use no transparent color at all and simply tell it to subtract the top left pixel (which is from slot 255).  I really hope you can fix this since it greatly reduces productivity with me having to go back to the animation and remove all references to slot 0 in the images and then re-import them.  I've pmed you with an example animation where this occurs.

Pumaman

Quote from: ProgZmax on Tue 23/12/2008 05:03:46
All I can confirm is that it is indeed happening with the game every time I load it.  Some sounds still play while a majority of others do not.  Not sure what happened to do this to the sound files, really.

Hmm, interesting. The sound file you posted does play in 3.1 but not in 3.1.1, so I'll look into that. However, it also doesn't play for me in Winamp, but does play in Media Player... strange.

QuoteAlso, the editor still has problems importing images that don't use palette slot 0 as the transparent color, in other words it just makes it transparent even though I'm clearly using slot 255 of the palette.

I'll look into this for 3.1.2.

Shane 'ProgZmax' Stevens

#91
That sound plays for me in winamp.  Thanks for looking into it :).

Something else I noticed today with the middle mouse button is that if you press it a bunch of times in succession it freezes the game with a  reference to the repeatedly_execute code block (which is empty in my game).  I tested this with identical code for a keypress (space) and for the middle mouse button and the keypress never generates an error and the middle mouse always does.  You have to press it repeatedly since single, delayed clicks don't always trigger it, but I have reproduced this.

And here is the strange area it references after crashing.


DoorKnobHandle

This just appeared out of nothing:

Code: ags

Error: StartIndex cannot be less than zero.
Parameter name: startIndex
Version: AGS 3.1.1.66

System.ArgumentOutOfRangeException: StartIndex cannot be less than zero.
Parameter name: startIndex
   at System.String.InternalSubStringWithChecks(Int32 startIndex, Int32 length, Boolean fAlwaysCopy)
   at AGS.Editor.ScintillaWrapper.CheckFunctionForLocalVariables(Int32 currentPos, ScriptFunction func, String scriptExtract)
   at AGS.Editor.ScintillaWrapper.GetListOfLocalVariablesForCurrentPosition(Int32 currentPos)
   at AGS.Editor.ScintillaWrapper.FindLocalVariableWithName(Int32 startAtPos, String nameToFind)
   at AGS.Editor.ScintillaWrapper.GetFinalPartOfExpression(Int32 currentPos, ScriptStruct& memberOfStruct, Boolean functionsOnly)
   at AGS.Editor.ScintillaWrapper.ShowCalltip(Int32 openingBracketPos, Int32 parameterIndex, Boolean functionsOnly)
   at AGS.Editor.ScintillaWrapper.scintillaControl1_DwellStart(Object sender, DwellStartEventArgs e)
   at Scintilla.ScintillaControl.DispatchScintillaEvent(SCNotification notification)
   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)


Didn't do anything though, didn't crash or anything.

Pumaman

QuoteThat sound plays for me in winamp.  Thanks for looking into i

Ok, this is now fixed and Final 3 is uploaded with the fix.

Hopefully (third time lucky!) this will be the final release of 3.1.1 and it can finally go forth if no further issues are found. Please try it out, guys!

QuoteSomething else I noticed today with the middle mouse button is that if you press it a bunch of times in succession it freezes the game with a  reference to the repeatedly_execute code block (which is empty in my game). 

Are you sure it has crashed? It looks like it might have triggered a breakpoint for some reason ... when it happens, if you press F5 does the game continue?

QuoteThis just appeared out of nothing:

Error: StartIndex cannot be less than zero.
Parameter name: startIndex
Version: AGS 3.1.1.66

Hmm, this looks like the same bug Ryan Timothy just reported in the 3.1 thread. Therefore, as it also affects 3.1 and 3.1.1 is not making it any worse, I will not hold back the release for this.
However, I will of course look into a fix for 3.1.2.

Shane 'ProgZmax' Stevens

You're right, it just generates a breakpoint.  I was very tired and wasn't thinking straight.  Still, I think it's rather odd that the middle mouse does this.  Thanks for the fix!

Pumaman

That is strange ... I tried madly pressing my middle mouse button, but it didn't do that. Maybe your mouse sends a Scroll Lock command if you click and move the mouse wheel or something, because it's Scroll Lock that breaks out into the debugger.


Anyway, I'm now opening a new thread for the 3.1.1 release so I'll lock this one.

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