AGS 3.2.1 Final 3 - Spring Edition

Started by Pumaman, Sun 09/01/2011 18:59:54

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Pumaman

So, I never got round to releasing 3.2 to the website. Then the editor code was open-sourced and people added cool stuff to it! So I thought, let's combine all those things, and a couple of bug fixes, into a new 3.2.1 release, and get it out there!

So my plan is for this to be a very short release cycle. I don't plan on adding anything else to 3.2.1, so please give this a test and see what you think.

Changes in 3.2.1 Final 3:
* Room list in Characters editor now refreshes if you change the name of a room (CJ)
* Fixed Replace In Files adding the replced word to the top of all files (tzachs)
* Fixed room editor property grid listing Objects when in Characters filter (CJ)


Changes in 3.2.1 Final 2:
* Added the new loop context menu options to right-clicking on a frame too (CJ)
* Added Dialog.ShowTextParser script property (CJ)
* Fixed crash restoring/restarting depending on state of crossfading (CJ)
* Fixed Paste Loop not working properly (Tzach Shabtay)


Changes in Final release:
* Upgraded to latest version of LEC template (abstauber)
* Fixed "crossfade buffer null attempting transition" if you restored a save game that had a different current transition type to the current game position (CJ)
* Fixed code folding to expand the fold if you double-clicked an error message that lead to the code (Steven Poulton)
* Disabled Find/Replace dialog autocomplete, because it wasn't case sensitive (CJ)


Changes since 3.2.1 beta 1:
* Fixed D3D tints not working properly (Nefasto)
* Fixed Find Next F3 option not working in script editor (CJ)
* Fixed Find dialog losing focus after finding one match (CJ)
* Fixed breakpoint markers and enabled setting them by clicking in margin (Calin)
* Fixed middle mouse button drawing lines in room editors when it should just display the menu (CJ)

Changes since 3.2:
* Added Find/Replace In All Files capability (Tzach Shabtay)
* Added GUI control snapping, alignment, grouping and locking to GUI editor (Steven Poulton)
* Added loop cut/copy/paste, Flip All Frames and Import From Sprite Folder options to Views in editor, to access this right-click to the right of the loop (Tzach Shabtay)
* Added RGB colour selector to the various colour properties (ProgZmax)
* Added Characters option to room editor to show all characters set to start in that room (ProgZmax)
* Added Find All Usages right-click option to script editor (Tzach Shabtay)
* Added current co-ordinates display while dragging objects/characters in room editor (Steven Poulton)
* Added syntax colouring to dialog scripts (Steven Poulton)
* Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all the room editor modes (ProgZmax)
* Fixed crash drawing GUIs with no background (3.2 regression) (CJ)
* Fixed intermittent crash moving objects and using the Ctrl+A debug option (CJ)
* Fixed script editor tooltips getting stuck if they appeared over the tab bar at the top of the editor (Tzach Shabtay)
* Fixed editor error if you deleted a room that a character was set to start in (CJ)
* Fixed co-ordinates displayed in room editor not reflecting Low-Res Co-ordinates setting (ProgZmax)


http://www.adventuregamestudio.co.uk/AGS-3.2.1-Final3.exe

Dualnames

Who is that dude? CJ? :P

Awesome new changes, and very smart to mash up all three editors into one.
Way to go again CJ!
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)

Sslaxx

Gonna give this a go, but before I do: switched to .NET 3.5 yet? Not of any concern, just need to know if I need to update the VM with a more recent Windows or not (2K currently).
Stuart "Sslaxx" Moore.

tzachs

@Sslaxx: Not yet, you can continue running with 2K.

subspark

Super sexy lads!
Thanks for the official posting Ceej!

Sparky.

cianty

Oooh! Very nice! I'll check it out right now.
ca. 70% completed

Matti


LimpingFish

Groovy! Thanks a bunch, CJ.

Checking it out now.

Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Joseph DiPerla

Awesome Job as always CJ and thanks to all who contributed to this release as well.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Nickydude

#9
I can't start a new game because there are no templates to choose from in the download.

Edit: Ahh, I didn't install 3.2 first  :P
Best Regards,
Nickydude
www.madladdesigns.co.uk

AGS Beginner's Guide - All you'll ever need!

AGD2

New version is great with many useful additions. Nice work to all who contributed to this!  ;D

I did notice a few issues with the new Find/Replace text editor (Windows XP if it makes any difference):

1) In a script, press CTRL+F to bring up the Find dialog. Type something and click "Find Next". The next instance will be found and highlighted. At this point you can press CTRL+F to bring up a second Find dialog. Keep repeating the process to open infinite Find dialogs.

2) An option to use the previous functionality would be handy. That is, being able to disable the semi-transparent window and making the Find dialog retain focus after finding an instance. In the latter case, you used to be able to quickly press ESC after finding an instance to close the dialog. Now you always have to manually click it closed.

3) Bring up the Find dialog and then navigate away to another program on the taskbar. The Find dialog will be have priority, appearing in front of the new program's window.

4) Searching for an instance with "Current Project" selected doesn't seem to do anything. Should it be opening all .asc files in the editor where it finds the search term?

5) In your global script, search for a common instance like "int". It will be found. Close the Find dialog and re-open it again by pressing CTRL+F. Type something like "gsdsfsfs". It won't be found. Close the Find dialog and open it again with CTRL+F. In the "Search For" box will be the last found term ("int") rather than the last term searched for ("gsdsfsfs"), which is the way it has always worked in the past.

Calin Leafshade

Something occurs to me, shouldnt the help file be open sourced too? Otherwise its not going to match the editor when people edit stuff.

Shane 'ProgZmax' Stevens

#12
That's something I was thinking about as well.  I wanted to distribute an updated help file but since I couldn't update it there wasn't much point :).  Granted, there isn't much we can do in the editor that desperately needs documentation in the help file, but I'm sure some adjustments are warranted.


Nice release!  I wonder who those wonderful people were who made all these changes...  :-*


Edit:  Looks like some 'border color' property was removed.  Is there any way to regress a game compiled with this property to work with the latest beta?

Calin Leafshade

Yes, open the AGF file with an xml editor (or just a text editor) and remove the offending properties entirely.

All the color properties with an underscore in have been removed i think.
The functionality has been retained in the editor but the properties have been replaced with converters in the properties grid.

Shane 'ProgZmax' Stevens


Pumaman

Quote from: AGD2 on Wed 12/01/2011 04:42:24
I did notice a few issues with the new Find/Replace text editor (Windows XP if it makes any difference):

Thanks for the feedback!
tzachs, would you have time to look into these?

QuoteSomething occurs to me, shouldnt the help file be open sourced too? Otherwise its not going to match the editor when people edit stuff.

Good point, I'll do that.

tzachs

That's some excellent feedback, AGD2, thank you!
I believe I've fixed all of the issues.

Pumaman, the question is, now, what to do?
As 'guest' I don't (and shouldn't) have permissions to commit my changes.
Should I create myself a branch and you'll do the merge?
Or do you have something else in mind?

subspark

Yes, how exactly do we go about receiving our individual logins for the SVN?

Another thing that desperately need fixing is the 32-Bit inventory icon sprites still getting drawn black under both DirectDraw5 and DX9.
Any word on this?

Cheers,
Sparky.

Pumaman

Quote from: tzachs on Thu 13/01/2011 00:03:10
Pumaman, the question is, now, what to do?
As 'guest' I don't (and shouldn't) have permissions to commit my changes.
Should I create myself a branch and you'll do the merge?
Or do you have something else in mind?

Thanks for your fixes!

I've created a dev branch in /branches/dev/3.2.1
You are free to commit to this branch, and we can then review the code changes before merging into the trunk.

tzachs and Calin, I've sent you guys SVN login details.
If anyone else needs a login, we can discuss it as and when the need arises.
However, please discuss planned changes on this forum before checking them in to the dev branch, so that we can keep track of what's going on.

Calin Leafshade

Thanks Pumaman.

There's actually not much else I have the expertise to do on the editor. I'm ok at editing existing functionality but I'm not an experienced enough programmer to add new stuff so I'll leave all future edits to Tzachs (except bug fixes and other things related to the things I have already coded)

However, having said that, here is a list of things I think it would be nice to add:

Spell check for strings (I recommend Hunspell as the engine)
Global undo/redo with more than 1 step back for all editor functions
a revamp of the user preferences to make it more flexible.
maybe a revamp of the view editor with drag and drop and stuff.

probably plus more than i cant think of.

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