AGS 3.2.1 now released!

Started by Pumaman, Sun 03/04/2011 19:08:41

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Pumaman

It's been a long time, but AGS 3.2.1 is now officially released.

Changes in this version include:

* 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)
* Added Dialog.ShowTextParser script property (CJ)
* Upgraded to latest version of LEC template (abstauber)
* Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all the room editor modes (ProgZmax)
* Fixed D3D tints not working properly (3.2 regression) (Nefasto)
* Fixed crash drawing GUIs with no background (3.2 regression) (CJ)
* Fixed crash restoring/restarting depending on state of crossfading (CJ)
* Fixed intermittent crash moving objects and using the Ctrl+A debug option (CJ)
* 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 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)


If you're still using 3.1.2 SP1, then this release also includes the changes in 3.2 which never had a website release:

* Rewrote audio system. The old number-based sound and music are gone, replaced with new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying, Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount, System.Volume, ViewFrame.LinkedAudio script commands.
* Added Game.IgnoreUserInputAfterTextTimeoutMs, Maths.Exp, Maths.Log, Maths.Log10, Maths.Cosh, Maths.Sinh, Maths.Tanh
* Added option to automatically add side borders when running 4:3 games on widescreen monitors
* The generated EXE version information is now set to your Game Name and Developer Name instead of "Adventure Game Studio" and "Chris Jones"
* Added new LEC-style template by abstauber
* Added Applies To feature to custom properties, so that you can have properties that only apply to Rooms or Characters, for example
* Added menu option to remove old Global Messages from the game, to stop them coming out in translation sources
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
* Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible folder that is not the Save Games folder
* Added eMouseMiddleInv support to on_mouse_click
* Added editor plugin API methods IGUIController.ActivePane, IRoomController.PreSaveRoom
* Added plugin API events AGSE_PRESAVEGAME and AGSE_POSTRESTOREGAME
* Improved graphics mode detection so that the screen doesn't keep flickering when trying to start up a low-res game full screen
* Improved colour quality of mini-sprites displayed in sprite manager
* Improved the user-friendliness of some error messages, thanks to Error Reporting
* Improved editor robustness to recover if the Game.agf.user file was corrupt
* Winsetup now displays the game name in the title bar instead of "Adventure Game Studio"
* Disabled editor option to save changes whilst the game was running, since doing so  could cause sprite file corruption
* Editor property grid now displays a drop-down list instead of a text box when selecting a font or room
* Changed the pathfinder so that the character cannot get stuck if he ends up outside one of the room edges
* Removed limit on number of text parser words
* Renamed the "handle inventory clicks in script" general setting to better reflect what it does
* Removed room properties Play Music On Load, Music Volume and Save/Load Enabled since they are now obsolete
* Mouse.IsButtonDown now works with eMouseMiddle
* "Export all sprites in folder" command now exports 32-bit sprites as PNGs to prevent losing the alpha channel
* Improved error handling if you passed an int to a string argument in String.Format
* The Restart Point save file (AGSSAVE.999) is no longer deleted when you quit the game,  to fix a problem where RestartGame didn't work if you started the game by double-clicking an Enhanced Save Game file in explorer
* Disallowed accented characters like é in script names in the editor, because they wouldn't compile
* Dynamic sprite deletion warning is now only displayed on exit if Debug Mode is turned on
* Fixed sprite entry getting duplicated if you dragged a sprite to the end of the list
* Fixed crash with Hq2x and Hq3x graphics filters (3.1.2 regression)
* Fixed character/object tints and light levels in D3D not matching DX5
* Fixed TintScreen in D3D so that it looks the same as DX5
* Fixed Sierra-style speech box moving if the room was scrolled while it was displayed
* Fixed error running game and problems with save games if there were unicode characters in the folder path
* Fixed GUI controls not updating properly if the control moved under the mouse, but the mouse didn't move
* Fixed theora video being permanently muted after you played one video with muted audio
* Fixed Dynamic Sprites causing memory corruption if a mouse cursor was set to sprite 0
* Fixed Compress Sprites setting not taking effect until you next edited some sprites
* Fixed GUI AdditiveOpacity mode not working properly if you tried to have a non-alpha sprite on an alpha GUI
* Fixed light levels >100% not working with Direct3D driver
* Fixed Object.MergeIntoBackground not working with Direct3D driver
* Fixed IsKeyPressed not working with the following keys: [ ]  ; ' , . /
* Fixed struct member functions with more than 9 parameters giving run-time error
* Fixed File commands looking in the wrong directory if you launched the game by double-clicking a save game in explorer
* Fixed SetBackgroundFrame in Player Enters Screen event causing old frame to flash up briefly with D3D driver
* Fixed Make Default Language command crashing if two different source lines mapped to the same translated line
* Fixed run-time error if you returned a string from a function that was a member of a local dynamic array
* Fixed sprite cache corruption if you had a single sprite larger than 20 MB
* Fixed Room.GetDrawingSurfaceForBackground and Character.PlaceOnWalkableArea to give error message instead of crash if you called them from game_start
* Fixed GUI label text not being anti-aliased if there was a background image but the BGColor was set to 0
* Fixed editor crash creating new game if your Windows username had unicode characters in it
* Fixed Views tree collapsing after renaming or drag-dropping a view
* Fixed editor crash on startup if you made the editor window very small before closing it down last time
* Fixed editor crash if you set an object's image to -1
* Fixed character gliding if he bumped into another solid character and the character's MovementLinkedToAnimation property was false
* Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image with an odd width/height
* Fixed ShakeScreenBackground not clearing letterbox borders properly if you switched from a large to a small shake
* Fixed "Internal compiler error: table overflow" if there were a lot of imported functions/variables
* Fixed when importing an 8-bit image, if there was another palette slot in the image with the same colour as the transparent slot it got changed to black
* Fixed Game.SpriteWidth/SpriteHeight returning the size of the blue cup instead of 0 if you supplied an invalid sprite number
* Fixed script editor issue if you typed some text, switched to another tab, then came back and did Undo
* Fixed autocomplete editor crash if there was a line break inside an array indexer
* Fixed compiler crash if a dialog script just had a @ on a line on its own
* Fixed editor crash if you tried to use a non-icon file as TEMPLATE.ICO
* Fixed sprite import window crash if you right-clicked in the second stage of tiled import
* Fixed mouse cursor being drawn in dialog options in DX5 mode even when Mouse.Visible was set to false
* Fixed no line number provided when DynamicSprite.CreateFromDrawingSurface threw an error
* Fixed script editor crash if you saved the script while the final function was missing its closing brace
* Fixed the editor Preferences window only allowing you to type 5 characters in if you wanted to manually enter a path for the New Game Directory or Import Directory
* Fixed "Close all other tabs" crashing if a room editor with unsaved changes was one of the other tabs
* Fixed changing a walk-behind baseline not marking the room as modified
* Fixed editor crash XmlException: An error occurred while parsing EntityName.
* Fixed compilation errors if you named a character with only numeric digits, eg "c500"


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

(if you were using the betas, this is the same release as 3.2.1 Final 3).

If no major issues are reported in the next week or so, I'll create the RAR release and update the website.

SSH

Now I'm worried that this is an April Fool...
12

Gilbert

Why? It's already 3rd April... (Even for you late people it must have been 2nd already.)

WHAM

I just realized I REALLY should update my AGS as well. (3.1.2 SP 1)

Good show, Mr Pumaman, Sir! Good show, indeed!
Wrongthinker and anticitizen one. Pending removal to memory hole. | WHAMGAMES proudly presents: The Night Falls, a community roleplaying game

theo

Sweet! Will be upgrading immediately.

Lots of nice new features and fixes! These two struck me as extra lovely:

* Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all the room editor modes (ProgZmax)
* Fixed D3D tints not working properly (3.2 regression) (Nefasto)

Thanks CJ and everyone else who's been involved in this new version. I truly appreciate your effort.

dbuske

working well. Haven't had a problem yet.
What if your blessings come through raindrops
What if your healing comes through tears...

stepsoversnails

so many great new features.
I love how clean my GUIs look now.
And the new sound group just pulls at my little OCD heart.
I did however run into a problem. I went to check out the new Show Characters feature on the room editor.
When i clicked on a character in the room i got and error.
I sent an error report.
I was running a game made in the previous editor, if that helps.

Dave Gilbert

I love the mousewheel-click-to-get-screen-coordinates functionality, although it does one finicky thing.  If you have a room that scrolls vertically, pressing the mouse button scrolls the room view up a bit before nabbing the coordinates. 


Jackpumpkinhead

does this have a new help file too
currently on an indefinite hold.

Dualnames

Is it just me or is it too hard to work on an already made GUI?

The orientation thingie is cool, but when I make the slightest of clicks on a control and having forgot to use LOCK on it, it moves. That's terribly annoying, can we somehow enable and disable new stuff. Same goes for that +. That's annoying as well.

I can rant all day, but perhaps those going with an answer "You're wrong", better think again.
I apologize for my style, but goddamn it, both of those are so annoying. I just want to shut down just orientation and that + sh#$.
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)

Scavenger

Quote from: Dualnames on Wed 06/04/2011 13:46:43
The orientation thingie is cool, but when I make the slightest of clicks on a control and having forgot to use LOCK on it, it moves. That's terribly annoying, can we somehow enable and disable new stuff. Same goes for that +. That's annoying as well.

Perhaps you should only be able to move selected GUI objects, having to click on it once to select it, and again to actually register the movement? People don't as often accidentilly double click items.

I have a bug. The RGB colour selector only works up to Index 31. The rest of my palette slots are represented by the 16bit colour space (blue, in this case). This is incredibly annoying, as my palette has 64 colours in it with three control colours in indexes 252-255, and I don't want to keep tabbing from the palette pane to the GUI pane to fix it. Perhaps the RGB colour selector should check if the game is in 8bit and adjust itself accordingly?

TomatoesInTheHead

Speaking of the GUI, I noticed it is no longer possible to click on the background to select the GUI in the properties editor, instead you have to select it in the dropdown list of the properties editor. (this worked in 3.1.2 SP1)

Also, if you change the size of GUI elements using the mouse, the width/height values don't update in the properties editor, only after deselcting and re-selecting the control. Works fine with left/top though. (this one didn't work in 3.1.2 SP1, too)

dbuske

I noticed that only the characters will show up in the room editor in the first room.  Other rooms they don't show up.
What if your blessings come through raindrops
What if your healing comes through tears...

monkey0506

Uh..dbuske, I just tested..and that's working fine. Do you actually have any characters actually set to start in those other rooms? Because the "Characters" setting for the rooms is only designed to show characters that start in that room.

dbuske

I see.  I thought the major character would show up every room.
What if your blessings come through raindrops
What if your healing comes through tears...

tzachs

Quote from: TomatosInTheHead on Wed 06/04/2011 14:10:05
Also, if you change the size of GUI elements using the mouse, the width/height values don't update in the properties editor, only after deselcting and re-selecting the control. Works fine with left/top though. (this one didn't work in 3.1.2 SP1, too)
This was a simple fix to make, so I checked in a fix to the dev branch.

hedgefield

I've been having occasional trouble triggering the autocomplete. Sometimes it just stop working from one moment to the next. I then have to build/run the game to reactivate it. Doesn't matter if it compiles without errors or not, just the act of running it somehow kicks up the autocomplete again.

jomalin

#17
Quote from: Pumaman on Sun 03/04/2011 19:08:41
If no major issues are reported in the next week or so, I'll create the RAR release and update the website.

Sorry but I don't believe you... xD

dbuske

Quote from: hedgefield on Fri 08/04/2011 12:00:43
I've been having occasional trouble triggering the autocomplete. Sometimes it just stop working from one moment to the next. I then have to build/run the game to reactivate it. Doesn't matter if it compiles without errors or not, just the act of running it somehow kicks up the autocomplete again.
I have had the same problem since I started using AGS.  Through all the versions.
Maybe it is a problem that shows up in Windows 7, 64-bit.
What if your blessings come through raindrops
What if your healing comes through tears...

Alan v.Drake

Quote from: dbuske on Wed 13/04/2011 17:57:16
I have had the same problem since I started using AGS.  Through all the versions.
Maybe it is a problem that shows up in Windows 7, 64-bit.

I don't remember if it happened in the previous versions, but from what I'm experiencing right now, the autocomplete either forgets room objects when you Build/Compile  or won't just load them to begin with (in both cases opening the relative room in the editor and switching back to its script makes the room objects appear on the list)


- Alan

Matti

Yeah it's a bit annoying that you have to open the room to have the objects appear in the list.

monkey0506

Actually..I might have encountered that myself. I'd have to do some more testing to see if I can actually reproduce it, but..it seems like I might have come across it.

Pumaman

Quote from: stepsoversnails on Tue 05/04/2011 13:24:34
I did however run into a problem. I went to check out the new Show Characters feature on the room editor.
When i clicked on a character in the room i got and error.
I sent an error report.

Is this crash still happening for you? If so, can you send another error report please (I think I might have accidentally deleted your original one).

QuoteThe orientation thingie is cool, but when I make the slightest of clicks on a control and having forgot to use LOCK on it, it moves. That's terribly annoying, can we somehow enable and disable new stuff. Same goes for that +. That's annoying as well.

Is this any different from previous versions of AGS that didn't have the Lock function?

QuoteI have a bug. The RGB colour selector only works up to Index 31.

Well spotted, thanks. I'll fix this.

QuoteSpeaking of the GUI, I noticed it is no longer possible to click on the background to select the GUI in the properties editor, instead you have to select it in the dropdown list of the properties editor. (this worked in 3.1.2 SP1)

This seems fine for me, does anyone else have this problem?

QuoteI've been having occasional trouble triggering the autocomplete. Sometimes it just stop working from one moment to the next. I then have to build/run the game to reactivate it. Doesn't matter if it compiles without errors or not, just the act of running it somehow kicks up the autocomplete again.

As this is an existing issue that affects previous versions, we can look at it later.

QuoteThis was a simple fix to make, so I checked in a fix to the dev branch.

Could you guys please not check anything else into the 3.2.1 dev branch.
I don't think any of the bugs reported here are serious enough to justify doing another 3.2.1 build and holding back the release, so I'll make the current version official and create a 3.2.2 dev branch to carry on with further changes.

Pumaman

Ok, I have now formally released 3.2.1 to the website, built a plain ZIP version and non-MP3 version.

Developers, I've merged the 3.2.1 branch into the trunk and closed it.
There is now a new dev/3.2.2 branch so please use that to continue with any new fixes!

Sslaxx

Why not have a development branch and branch the stable versions from that one, instead of the other way round?
Stuart "Sslaxx" Moore.

tzachs

Quote from: Pumaman on Sun 17/04/2011 16:07:55
Could you guys please not check anything else into the 3.2.1 dev branch.
I don't think any of the bugs reported here are serious enough to justify doing another 3.2.1 build and holding back the release, so I'll make the current version official and create a 3.2.2 dev branch to carry on with further changes.
I was assuming (kinda like what Sslaxx said), that the dev branch is the 'latest' version, and you only merge the important fixes into the major release branch.
So basically I agree with Sslaxx.

Icey

#26
Ok I have a problem with my GUI. When ever I move a button on the gui it seems to bring up the co-points line thus making it really tiresome to work with anything relating to the GUI. It's just really hard to drag things were I want it :(

monkey0506

You're having problems using your mouse..and this is a technical issue with AGS exclusive to the 3.2.1 version?

Icey

I am not talking about my mouse. I am talking about the way the new gui editing works. I can't align some things the way I want to.

monkey0506

Are you referring to the "snap-to" behavior? That is something that I feel should be made optional. If it's an issue for you, why not just use 3.2?

In any case, this is actually now by-design. If you need a finer level of control, you can reposition it via the Properties pane.

Calin Leafshade

If you hold ctrl while you drag the controls the snapping will not effect them

Icey

Quote from: monkey_05_06 on Tue 19/04/2011 05:33:56
Are you referring to the "snap-to" behavior? That is something that I feel should be made optional. If it's an issue for you, why not just use 3.2?

In any case, this is actually now by-design. If you need a finer level of control, you can reposition it via the Properties pane.

I was using 3.2 until I wen't over a friends house. I searched for 3.2 and didn't see it so I downloaded 3.2.1, now I'm stuck with it. :)
Quote from: Calin Leafshade on Tue 19/04/2011 06:24:28
If you hold ctrl while you drag the controls the snapping will not effect them

Yes! now it wont take forever to get what I need. Thanks Calin.

Shane 'ProgZmax' Stevens

#32
QuoteIf you have a room that scrolls vertically, pressing the mouse button scrolls the room view up a bit before nabbing the coordinates.

I haven't encountered this problem, myself.  It could be that your mouse wheel is getting a bit on and when you click it 'turns' somewhat.  I had to replace my old mouse because the wheel was giving out and doing weird things.  Obviously, if some other people have this same issue then there's something to it, but in testing it I haven't noticed it scroll around.

Sorry I can't be more helpful.

QuoteThe RGB colour selector only works up to Index 31. The rest of my palette slots are represented by the 16bit colour space (blue, in this case)

Having more testers when I put out the transition to the color swatch would've prevented this, but since maybe 5% of ags users even bother with pure 8-bit mode now I'm guessing none of the testers even bothered.  It's a relatively simple fix, though, so hopefully CJ will introduce it in the next version.  Sorry about that.

Dave Gilbert

Quote from: ProgZmax on Tue 19/04/2011 10:12:45
QuoteIf you have a room that scrolls vertically, pressing the mouse button scrolls the room view up a bit before nabbing the coordinates.

I haven't encountered this problem, myself.  It could be that your mouse wheel is getting a bit on and when you click it 'turns' somewhat.  I had to replace my old mouse because the wheel was giving out and doing weird things.  Obviously, if some other people have this same issue then there's something to it, but in testing it I haven't noticed it scroll around.

Sorry I can't be more helpful.

Hm.  I actually just got a new mouse and now the "get coordinates" function barely works at all.  It works maybe 1 click in every 5.  It wouldn't be a problem if I could still use the right mouse button, but that functionality seems to have been taken out entirely.  Is it possible to put that back in?  Or at least provide an option to switch between them?

Ali

I haven't kept up with all the changes, but characters displaying in the editor is GREAT! Thanks!

Just a couple of issues/bugs which I hope haven't been addressed before:

When moving an object after zooming in and out, the floating co-ordinates no longer appear next to the object.

Recent versions of the editor no longer seem to display the scale of a walkable area at the mouse pointer. This makes it very difficult to create smooth transitions from one walkable area to another.

Ghostlady

I am importing my game from 3.1.2 into this latest version.  I've noticed two things so far.  My music for the rooms doesn't carry into the next rooms but starts over with every new room and my text outline is displaying improperly.  For the music, do I need to change the properties of each music file from Inherit to DefaultRepeat? Any suggestions about the font outlining?
My Games:

Hauntings Of Mystery Manor
Intrigue At Oakhaven Plantation
Haunting at Cliffhouse

Icey

I think they were added to this folder that is called AudioCache.

There should be a audio icon on the project tree. if you click it it should display 3 sets of folder. If you see music in there then you know it carried over the music.

Now click the General Settings icon, Scroll down until you see backwards compatibility Click the Enforce new-style audio scripting. set that to false and I think it should work.

Pumaman

QuoteWhy not have a development branch and branch the stable versions from that one, instead of the other way round?

1) we might want multiple development branches at the same time (eg. a 3.2.2 branch with minor fixes, and a 3.3 branch with major changes)
2) I have complete control over what goes into the trunk
3) it is standard practice with SVN

QuoteThe RGB colour selector only works up to Index 31. The rest of my palette slots are represented by the 16bit colour space (blue, in this case)

I've fixed this in the 3.2.2 dev branch in SVN.

QuoteHm.  I actually just got a new mouse and now the "get coordinates" function barely works at all.  It works maybe 1 click in every 5.  It wouldn't be a problem if I could still use the right mouse button, but that functionality seems to have been taken out entirely.  Is it possible to put that back in?  Or at least provide an option to switch between them?

Sounds like a good idea -- at least for the filter modes that don't use the right button as an eraser.

QuoteWhen moving an object after zooming in and out, the floating co-ordinates no longer appear next to the object.

Recent versions of the editor no longer seem to display the scale of a walkable area at the mouse pointer. This makes it very difficult to create smooth transitions from one walkable area to another.

Can a developer take a look at these please?

Quoteam importing my game from 3.1.2 into this latest version.  I've noticed two things so far.  My music for the rooms doesn't carry into the next rooms but starts over with every new room and my text outline is displaying improperly.  For the music, do I need to change the properties of each music file from Inherit to DefaultRepeat? Any suggestions about the font outlining?

What's the problem with your text outline?
Has anyone else had these problems with the room music?

tzachs

Quote from: Pumaman on Wed 27/04/2011 02:04:51
QuoteWhen moving an object after zooming in and out, the floating co-ordinates no longer appear next to the object.

Recent versions of the editor no longer seem to display the scale of a walkable area at the mouse pointer. This makes it very difficult to create smooth transitions from one walkable area to another.

Can a developer take a look at these please?

I fixed the first issue and checked in to 3.2.2 (if needed, I can port it to 3.2.1).

About the second issue I don't know.
I didn't know this feature ever existed, I didn't see in the code a hint that it exists, and I tested with 3.2.0.103 and also didn't see it.

Pumaman

Thanks!

As for the scaling ... in previous versions, when in Walkable Areas mode it used to display the %scale at the mouse cursor, as well as the mouse co-ordinates. Thinking about it though, this might have been 2.72 that did this, maybe it was never re-implemented in AGS 3.x?

Shane 'ProgZmax' Stevens

QuoteHm.  I actually just got a new mouse and now the "get coordinates" function barely works at all.  It works maybe 1 click in every 5.  It wouldn't be a problem if I could still use the right mouse button, but that functionality seems to have been taken out entirely.

I changed it to middle mouse because of the consistency issue with the right button being erase in certain room modes.  It just gets confusing and kludgy to have the right mouse 'sometimes' bring up a menu and 'sometimes' erase.  The middle button should always bring up a menu or coords, and since it works for me (at least on the last build I have) I can't say what could be the problem. 

If we want something other than middle mouse I strongly suggest mapping it to a keyboard key instead of going back to the right mouse because of the sheer inconsistency of the button behavior.  I think with any good UI you want a consistent control scheme (like alt-f4 always quits, for instance).  The more consistent the controls, the easier it is to use and remember.


TomatoesInTheHead

Middle mouse button works okay for me, though I'd prefer lmb/rmb + control key. The middle mouse button (mouse wheel) is just not too good to click and sometimes a click accidentially triggers a wheel up/down event (zooming in the room editor, I think).

What I would like to see though is that the coordinates are not only copied to clipboard, but also set as the WalkTo point of the currently selected hotspot. Especially because pasting the coordinates into the property editor does not work directly, since the property editor uses a semicolon instead of a comma to seperate the X and Y coordinate.

Ryan Timothy B

Quote from: TomatosInTheHead on Thu 28/04/2011 19:24:06
[..] but also set as the WalkTo point of the currently selected hotspot.
Well, honestly, there should be a button to the side of the WalkToPoint on side pane that acts just like a color picker in a paint program, and when you click a spot in the room it'll make that point the new WalkToPoint.

Ghostlady

#43
Quoteam importing my game from 3.1.2 into this latest version.  I've noticed two things so far.  My music for the rooms doesn't carry into the next rooms but starts over with every new room and my text outline is displaying improperly.  For the music, do I need to change the properties of each music file from Inherit to DefaultRepeat? Any suggestions about the font outlining?


What's the problem with your text outline?
Has anyone else had these problems with the room music?


I am somewhat confused with this music.  In the last version of AGS, the music was defined with each room.  Now that seems to be a problem because it is starting over when changing from room to room.  So, I removed the "playmusic" from all the rooms but the first and set the properties in the audio folder, but it seems this does not always work in other rooms.  So since I have imported a game, what is the correct way to do this?  Each room should have the playmusic or only the first?

Here is a sample of the text in the gui, which displays okay with the outline. The second sample, look at the text to the right and the third sample, text to the left.  You'll see, especially with the o's, that certain parts look like they are disappearing.





My Games:

Hauntings Of Mystery Manor
Intrigue At Oakhaven Plantation
Haunting at Cliffhouse

Icey

Try using the music file's name then .Play
Example
music1.Play(eAudioPriorityHigh);

Ghostlady

That's what is in the script.  When it imported, it created it that way.
My Games:

Hauntings Of Mystery Manor
Intrigue At Oakhaven Plantation
Haunting at Cliffhouse

TomatoesInTheHead

Quote from: Ryan Timothy on Fri 29/04/2011 03:35:54
Quote from: TomatosInTheHead on Thu 28/04/2011 19:24:06
[..] but also set as the WalkTo point of the currently selected hotspot.
Well, honestly, there should be a button to the side of the WalkToPoint on side pane that acts just like a color picker in a paint program, and when you click a spot in the room it'll make that point the new WalkToPoint.
Or that, yes. Whatever fits best (interfers least with other functions, is most intuitive, and most efficient), or maybe even both options.

Pumaman

Quote from: Ghostlady on Fri 29/04/2011 03:44:51
I am somewhat confused with this music.  In the last version of AGS, the music was defined with each room.  Now that seems to be a problem because it is starting over when changing from room to room.  So, I removed the "playmusic" from all the rooms but the first and set the properties in the audio folder, but it seems this does not always work in other rooms.  So since I have imported a game, what is the correct way to do this?  Each room should have the playmusic or only the first?

Ah well spotted, yes this seems to be an error in the upgrade process, where the editor just adds a music.Play() to the room load -- it should in fact check if music is already playing before doing this.

QuoteHere is a sample of the text in the gui, which displays okay with the outline. The second sample, look at the text to the right and the third sample, text to the left.  You'll see, especially with the o's, that certain parts look like they are disappearing.

Ah, I think this is because AGS 3.2.1 now supports anti-aliasing TTF fonts on transparent GUIs, which it didn't before. However this particular font doesn't seem to be anti-aliasing very well (someone else had a similar problem), so we probably need to look into improving this.

Calin Leafshade

Quote from: Pumaman on Sat 30/04/2011 13:35:35
Ah, I think this is because AGS 3.2.1 now supports anti-aliasing TTF fonts on transparent GUIs, which it didn't before. However this particular font doesn't seem to be anti-aliasing very well (someone else had a similar problem), so we probably need to look into improving this.

I think it's more to do with the outlining process of the fonts. Currently the outline seems to be done on pixel basis over the un-AAed glyphs.

Really the outline should be rendered by freefont so that it can AA the outline properly

Matti

Quote from: Pumaman on Sat 30/04/2011 13:35:35
Ah, I think this is because AGS 3.2.1 now supports anti-aliasing TTF fonts on transparent GUIs, which it didn't before. However this particular font doesn't seem to be anti-aliasing very well (someone else had a similar problem), so we probably need to look into improving this.

Yep, I have the same problem. Some characters seem to be closer to each other than others.. it's not a big problem but doesn't look very good.

Yeah I guess Calin's right.

Pumaman

The way the outline currently works, it renders the text in black 8 times at 1-pixel offsets around the actual text location, then renders it on top once in the correct colour.

However I think the outline rendering is being anti-aliased too, it could be that disabling the anti-aliasing of the black text would provide a better look.

Akril15

I created a short script to give my main character multiple idle views that play randomly, but I discovered an odd little quirk. A couple of the idle animations had only 1-3 frames per loop, and for some reason, if one of those animations started playing while the main character was at a diagonal angle (yes, all of the idle animations have diagonal loops), she will turn up, down, left or right.

Adding several more frames to the blinking idle views so that each loop had roughly the same number of frames as the other idle views fixed this problem, but it had me stumped for a while. Khris suggested that I make a post about it here. Here's my description of the script repeated from my original thread:

I've put a variable named "IdleTimer" at the top of the Global script and placed this code under repeatedly_execute:

Code: ags
  if (player_idle==true && player.Animating==false) {
  IdleTimer++;
  if (IdleTimer>=300) {
    if (player.View==36) {
      player_idle_sm(); //small svga
        }
    //other if statements will follow once I've got this working
    }
}


And this is what player_idle_sm looks like:

Code: ags
function player_idle_sm() {
   int RandomIdle=Random(3);
  if (RandomIdle==0)  {
    player.SetIdleView(171,  4); //idle1
    IdleTimer=0;
      }
  else if (RandomIdle==1) {
    player.SetIdleView(171,  4); //blink1
    IdleTimer=0;
  }
  else if (RandomIdle==2) {
    player.SetIdleView(174,  4); //idle2
    IdleTimer=0;
    }
  else {
    player.SetIdleView(172,  4); //blink2
    IdleTimer=0;
    }
}

The way this all works is that I have IdleTimer work as a sort of "pseudo-timer": its value keeps increasing as long as player_idle is set to true and the player isn't animating, and once it reaches 300, one of several idle views is selected at random, then IdleTimer is reset to 0.

Pumaman

Interesting, has anyone else had a problem like this?

Ali

Quote from: Pumaman on Sat 30/04/2011 13:48:28
The way the outline currently works, it renders the text in black 8 times at 1-pixel offsets around the actual text location, then renders it on top once in the correct colour.

However I think the outline rendering is being anti-aliased too, it could be that disabling the anti-aliasing of the black text would provide a better look.

I think it would be a shame to move away from anti aliased fonts when it's so close to looking good.

I posted about this a little while ago. Perhaps the solution would be a 2px outline (or 16 black versions?). If their was an option to render the original colour twice on top of a 2px outline (like strong AA in Photoshop) I can imagine that making it much more readable.

I tried to mock up an example in Photoshop, but even with 'Crisp' AA it was far bolder with 8x outlines. 4x outlines looked similar. I also tried 5x which had one of the outlines offset by 2px and rendered the original colour text twice.



Intangible

Is there any word on when this will become the official release, or when the bugs identified thus far will be fixed? I ask because I'm just on the verge of adding sound/background music to my own game, and if 3.2.1 offers big improvements in this area, I'd prefer to use it instead of 3.1.2.

Or is 3.2.1 such an improvement that I should just switch right away, without waiting for the release to be officially on the website or the bugs to be fixed?

mjomble

Quote from: Intangible on Wed 18/05/2011 13:02:06
Is there any word on when this will become the official release, or when the bugs identified thus far will be fixed? I ask because I'm just on the verge of adding sound/background music to my own game, and if 3.2.1 offers big improvements in this area, I'd prefer to use it instead of 3.1.2.

Or is 3.2.1 such an improvement that I should just switch right away, without waiting for the release to be officially on the website or the bugs to be fixed?
Looks official to me already :)
You should play Vohaul Strikes Back and Incinerations (they both happen to be fan made Space Quest sequels made with AGS).
And then tell everybody on the planet about them. And off the planet.

Gilbert

Since this is announced on the main page, this version is officially released.
Further fix/upgrade will go to a new version (be it one with version number advanced or have the version kept but called a Service Release).

Intangible

Oh. It's just that the "Download AGS" page still links to the 3.1.2 SP1 release, so I assumed that the new one was still in some "shakedown" state, or something.

If you don't mind my asking, from people who have already installed the new one, is it worth the upgrade (factoring in any new bugs that were introduced)?

Mehrdad

#58
Hi

I have problem with play FLC on 16bit color.I need fast to fix that ...please.also for Theora video too.but FLC is better than and enough for me.thanks a lot
this is discussion for that:


http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43565.0

Mehrdad

Edit: Sorry.problem solved.I did play video before fade-in.




My official site: http://www.pershaland.com/

Pumaman

Quote from: Ali on Mon 16/05/2011 00:50:54
I think it would be a shame to move away from anti aliased fonts when it's so close to looking good.

I posted about this a little while ago. Perhaps the solution would be a 2px outline (or 16 black versions?). If their was an option to render the original colour twice on top of a 2px outline (like strong AA in Photoshop) I can imagine that making it much more readable.

I tried to mock up an example in Photoshop, but even with 'Crisp' AA it was far bolder with 8x outlines. 4x outlines looked similar. I also tried 5x which had one of the outlines offset by 2px and rendered the original colour text twice.

Now that the engine source code is released, somebody can have a play around with this and see if they can get it looking good. Then we can build that into the next version of AGS.

QuoteOh. It's just that the "Download AGS" page still links to the 3.1.2 SP1 release, so I assumed that the new one was still in some "shakedown" state, or something.

What "Download AGS" page are you looking at? The one on the website was updated on 17 April to link to 3.2.1 and looks correct to me.

Intangible

Quote
What "Download AGS" page are you looking at? The one on the website was updated on 17 April to link to 3.2.1 and looks correct to me.

The page at http://www.adventuregamestudio.co.uk/acdload.htm (which I got to from the "Download AGS" link), under the "Download for Windows" category. The "Download from UK Server" and the "Download plain RAR file" hyperlinks both reference a "AGS-3.1.2-SP1" filename.

monkey0506

Try clearing your history or something, because..no it doesn't.

Intangible

Quote from: monkey_05_06 on Tue 24/05/2011 04:11:20
Try clearing your history or something, because..no it doesn't.

Wow... you're right. I just tried it in IE (I've been using Firefox), and it linked to 3.2.1 just like it's supposed to. The freaky thing is that in Firefox, it's still linking to (and even downloading) the 3.1.2 SP1 version. In any event, there's clearly nothing wrong with the website.

monkey0506

I use Firefox and don't have that issue, so, it's something with your system. Did you try clearing the history or using the Refresh button?

Dave Gilbert

Here's an interesting problem I've discovered.  Does anybody else have trouble taking screenshots with the Print Screen button?  I wanted to take some screenshots of characters talking (the game uses talking portraits):



As you can see, the portrait appears just fine but the text doesn't carry over.  I was always able to take screenshots using the previous version of AGS, so I think it's something to do with this new version.

Khris

Weird, I can make screenshots just fine.
You should be able to make screenshots with the built-in function though if you use repeatedly_execute_always / IsKeyPressed().

monkey0506

I just tested on my system and here I am unable to capture any screenshot whatsoever in D3D 32-bit full-screen. It captures an image of the appropriate size, but it's completely black. Every other setting works fine (including D3D 32-bit windowed, DX5 32-bit full-screen, etc.). Did you perhaps change to D3D from DX5? I'd say you should still be able to get a proper screenshot with the Print Screen button either way if it's capturing anything at all, but perhaps it could be relevant?

Dave Gilbert

Aha.  Yes, I was running in DX5 mode, and switching over to D3D enabled me to take proper screenshots just fine.  So yes, it's definitely a DX5 issue.

monkey0506

For me screenshots in both renderers work fine, except using 32-bit D3D full-screen. So it seems to be somewhat related to the running system as well? Definitely worth looking into.

The system I tested on is Windows 7 Home Premium 64-bit with Mobile Intel 4 Series Express graphics.

Dualnames

#69
 
    _
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)

elentgirl

I have been developing a game for some time using AGS 2.0.1.  I recently switched to the new version (3.2.1) and have struck a problem I cannot work out how to resolve.  I tried to reset the starting room for my main (player) character (Character 0).  The new starting room was shown in the character details and the character was shown in new 'Characters' list of new start room.  But when I run the programme, it always starts in Room1, the starting room originally set for this character.  This quirk does not seem to affect other characters in the game if I make them the player character.  Am I missing something here?

monkey0506

Try opening room 1 and save it. Open the new starting room and save it. Compile the game. See if the issue is corrected.

If that doesn't work, try the "Rebuild all files" option.

If that still doesn't work, there's probably something in one of your scripts. Try using the Find dialog with ".ChangeRoom(" in the entire project and see if there's any script command sending the player to room 1 anywhere.

Oh, and I'm pretty sure you probably mean 3.0.1 not 2.01 :P

elentgirl

Thank you for your suggestions.  I tried them all but none worked.  I even rebooted my PC in case something external might be interfering but no joy.  I want to do this to test some revised rooms so I'm wondering if the best work around would be to create a new character 'cTemp' to use for this purpose.  The main Character changes rooms OK within the game but refuses to start in any room but Room 1!

Yes I did mean version 3.0.1.

monkey0506

If that's the case then there's definitely something gone wrong here, but it's hard to say exactly what it is. You're certain that there's no calls to ChangeRoom that's sending the player to room 1? There's got to be something going overlooked if the player is still starting in that room.

elentgirl

Hello again.
I decided to dig out an old test version of my game and convert that to the new version of AGS.  That performed exactly as it should when I changed the main player starting room, so I now know it isn't anything wrong with AGS but something I've done somewhere in my programming.  I shall now have a 'drains up' and find it. 
Thank you for your help.

Fightmeyer

I guess i found a bug.

I animated the "wait-Mouse-Curser". I used 10 sprites, that simulate a filling Circle. (like in Youtube-Videos...) Then the Circle shall become empty again, so i used the same Sprites and flipped them in the animation-view.
In the view-preview it works perfect, but in the game, the sprites are not flipped. Another AGS-User was already able to reproduce the bug. Would be fine, if this could be fixed with the next version.

Ryan Timothy B

#76
Has the issue with the collapsing been discovered?

If you collapse something and add an ending brace closing off the collapsed section, it will erase all that is collapsed.

Edit: Actually the section isn't erased, it becomes unaccessible. You have to either Undo, or reopen the script.

Alan v.Drake

Quote from: Ryan Timothy on Tue 04/10/2011 18:42:48
Has the issue with the collapsing been discovered?

If you collapse something and add an ending brace closing off the collapsed section, it will erase all that is collapsed.

Edit: Actually the section isn't erased, it becomes unaccessible. You have to either Undo, or reopen the script.

It's not actually deleted, just hidden. Collapsed lines should not be interactable with.
Another way to mess it up is cutting the collapsed line.

- Alan

monkey0506

@Fightmeyer: That's not a "bug", that's a feature "known issue". Animated cursors don't use flipped frames (they show non-flipped). You'll need to import externally flipped versions of the sprites to use in a mouse cursor.

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