AGS 4.0 - Alpha 23 for public test

Started by Crimson Wizard, Thu 01/06/2023 14:00:59

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Pax Animo

- Edit -> Find: enter something, press Ok, first instance found (works fine, the UI for find and replace opens)
- Edit -> Find Next: UI doesn't open (clicks out of the - Edit menu dropdown)
Misunderstood

Pax Animo

#441
These also work as intended:
- Edit ->Replace
- Edit ->Replace all

I'm using a empty Game Template if that helps in anyway
Misunderstood

Crimson Wizard

Quote from: Pax Animo on Sat 30/08/2025 16:21:59- Edit -> Find Next: UI doesn't open (clicks out of the - Edit menu dropdown)

But "Find Next" is not supposed to open any UI, it should just move the caret to the next found instance, if there's any.

Pax Animo

Opps, sorry I misunderstood it's usage. Sorry for wasting your time. :-[
Misunderstood

Baguettator

Now AGS 4.0 (I think previous versions couldn't) can use saves even if the game has been modified a bit. It depends on what has been changed.

Is it possible to know which data makes an older save incompatible ? My Save Listbox is filled with the save files that are "compatible" (are going to work with the current version of my game). As I'm testing it, I'd like to know what I can do without making the savegames obsolete. Creating new variables ? New functions ?

Crimson Wizard

Quote from: Baguettator on Tue 02/09/2025 11:38:12Now AGS 4.0 (I think previous versions couldn't) can use saves even if the game has been modified a bit. It depends on what has been changed.

To clarify: this was added to both 3.6.2 and 4.0.

Quote from: Baguettator on Tue 02/09/2025 11:38:12Is it possible to know which data makes an older save incompatible ? My Save Listbox is filled with the save files that are "compatible" (are going to work with the current version of my game). As I'm testing it, I'd like to know what I can do without making the savegames obsolete. Creating new variables ? New functions ?

There's an article in the manual that explains that in detail:
https://adventuregamestudio.github.io/ags-manual/GameSavesCompatibility.html

This article was NOT updated after the new feature (I'm planning to do so), therefore when reading it keep in mind that SOME of these changes can still be tried to be restored with a new feature.

As for the new feature. There's a related explanation in the manual here in "Upgrading to 3.6.2" article:
https://adventuregamestudio.github.io/ags-manual/UpgradeTo362.html#loading-old-saves-feature

In very simple words, it can read saves which has less items of any kind. For example: save has 4 characters, new game version has 6 characters. Old save has 100 integer variables in script, new game version has 200 integer variables. In such case it can still read the save, restoring the values of these less items, while resetting the others to their default values. While doing so it only guarantees the correct result if you added new items at the end. If you remove an item in the middle of the list, then engine will NOT be able to figure that out. That's the biggest restriction.

Baguettator

Thanks for the answer, I will have a look at it !

Using your last build (not the last "official" release), I see that changing color for selected text and selected background for listboxes in editor doesn't show the end result on the GUI window.

EDIT : it seems that all the listboxes are displayed with texts using the color of the "text color" property and no background selected color. (in editor)

Crimson Wizard

Quote from: Baguettator on Wed 03/09/2025 07:01:56Using your last build (not the last "official" release), I see that changing color for selected text and selected background for listboxes in editor doesn't show the end result on the GUI window.

EDIT : it seems that all the listboxes are displayed with texts using the color of the "text color" property and no background selected color. (in editor)

It's not that, it simply does not select the first item in the GUI preview. The colors are fine in game.
This bug came from recent changes, it's already fixed in 3.* branch but not in 4.*. I will merge them in a short while.

Baguettator

Yeah, exactly. Thanks :)

Maybe this feature has already been requested : could it be possible to have something like a tag or a special function that we can use to debug the game, generating for example text in a txt file for debugging, but these lines of texts would be skipped (not included) into the translation file ? I have the feeling it's always useful to keep debugging lines in a game even if the game has been quite playtested, but it could be annoying if there are so many of these lines inside the translation file.

eri0o

Could you re-explain what you mean with different words and it's use case?

Crimson Wizard

#450
Quote from: eri0o on Wed 03/09/2025 20:58:41Could you re-explain what you mean with different words and it's use case?

He means simply don't include debug messages and logging texts into translation, because they are not meant to be translated.

We'd need some sort of a tag or annotation system for this in script.

As a very simple (and perhaps temporary) implementation, we could make so that editor skips texts found in certain function calls, like System.Log, or custom functions defined by user. The problem with such approach is that sometimes these texts may be created and assigned to String variables prior passing into a function, in which case editor won't be able to detect them.

Another option is to skip texts that have certain user-defined prefix. Like, if there's a text starting with "[DEBUG]" or "[LOG]", etc.

Baguettator

Exactly what I meant ! I'm sorry, I can't think another way to say it more easily !

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