is there a master list of features removed in 3.x?

Started by EnterTheStory (aka tolworthy), Sun 28/02/2010 16:41:44

Previous topic - Next topic

EnterTheStory (aka tolworthy)

I'm getting used to 3.x, but I really miss some of the productivity features that seem to have been removed since 2.7x. Is there a master list somewhere of what's gone, along with workarounds? I mean features like:

* importing TGA (all my 16 bit graphics are in TGA format, as Paint Shop Pro 5, which loads much faster than other programs, only allows TGAs to be saved as BMP)  EDIT: if there is no workaround, does anyone know of a program which can convert images in multiple folders without removing them from those folders? I have literally hundreds of folders with TGAs.

* being able to import multiple sprites over existing sprites with the same number. (I have a number of animations and rely on editing sprites in groups then importing in bulk - importing one at a time really slows things down, especially as 3.x loads individual sprites more slowly than before)

* etc.

CShelton

Any command name that has been deprecated to a new class type function name is referenced under it's new name, but search will find the old one.

Example from the help file:

Animate (object)
(Formerly known as AnimateObject, which is now obsolete)

Batch Conversion
If you can get your hands on any version of ThumbsPlus, it does a fine job with in-place batch converts. Even a version from five years ago will do this.

Batch Import Sprites
As far as importing multiple sprites, just right click on the sprite page anywhere and choose "Quick Import Sprites". That choice will allow you to multi select-files that you want to import. It also seems to re-order them by filename order (which I find to be good since my animations are in filename order 001...002...003)

EnterTheStory (aka tolworthy)

Quote from: CShelton on Sun 28/02/2010 17:36:32If you can get your hands on any version of ThumbsPlus, it does a fine job with in-place batch converts. Even a version from five years ago will do this.
Thanks. Hopefully the trial version will allow it - I don't fancy paying sixty dollars just to a single use :)

Quote from: CShelton on Sun 28/02/2010 17:36:32That choice will allow you to multi select-files that you want to import.
Yes, that's useful, but it creates new sprites every time. 2.72 had the option of replacing existing sprites of the same name, which was a extremely useful, e.g. when batch editing frames of a very long animation.

GarageGothic

Quote from: tolworthy on Sun 28/02/2010 18:27:06Hopefully the trial version will allow it - I don't fancy paying sixty dollars just to a single use :)

If not, IrfanView has a pretty good batch conversion feature.

EnterTheStory (aka tolworthy)

Quote from: GarageGothic on Sun 28/02/2010 18:50:56If not, IrfanView has a pretty good batch conversion feature.

Unfortunately it doesn't save to 16 bit. And for maximum quality I need to dither to 16 bit (to avoid banding on softer colors), and I've only ever found one program that can do it: an old DOS program that can save 640 x 480 in TGA only, then I stitch them together in Paintshop.

16 bit color is a real black art. AGS 2.72, AGS 3.12 and my original image editor use three completely different palettes. I could just change to 32 bit of course, but that would slow the game down too much. I'd rather go back to 8 bit, the dither quality is ALMOST as good, but occasionaly it's noticeable and I don't think players would accept it.

I feel like such a dinosaur, still talking about palettes in 2010!

GarageGothic

I'm pretty sure IrfanView doesn't change the color depth of the picture unless you ask it to (CHANGE COLOR DEPTH in "Use advanced options"), so if you convert a 16-bit TGA image to PNG it should still be 16-bit, I believe.

EnterTheStory (aka tolworthy)

#6
Quote from: GarageGothic on Sun 28/02/2010 20:15:42
I'm pretty sure IrfanView doesn't change the color depth of the picture unless you ask it to (CHANGE COLOR DEPTH in "Use advanced options"), so if you convert a 16-bit TGA image to PNG it should still be 16-bit, I believe.
Thanks

EDIT:
SUCCESS!!! I don't know if it's down to how AGS3 uses a slightly different palette, but I had another go with depthdither using 'noise' instead of 'pattern' and I'm now getting the best results ever. Straight from Photoshop to AGS in one step, with not a single pixel changed in the slightest. I'm so happy! the other issues in this thread still exist (bulk import etc), but that doesn't matter because this was the big one. Happy day, callooh, callay, All is right with the world!

No more bad-mouthing AGS3 from me. I'm now officially a fan. :) :)

EnterTheStory (aka tolworthy)

Back on the original topic of the thread:

1. Is it no longer possible to delete hotspots??

2. Are there still keyboard shortcuts for opening scripts? (Ctrl+1 etc)

3. Is there still a quick way to get scripts to go full screen?

4. Is there still a quick way to save scripts? (Ctrl+W used to be instantaneous, now there is a wait message)

5. Is the selected sprite no longer remembered? (If you routinely edit hundreds of sprites you'll know what I mean - it's now hard to remember which one you edited last)

Sorry if these are obvious to long time users of 3.x - that's why I'm posting in beginners forum

Khris

1. Sure, just draw hotspot 0 over them or draw using the right mouse button.

2. Not sure about additional scripts, Ctrl-G and Ctrl-H still work.

3. Not that I know of; isn't ~75% of the screen enough?

4. Ctrl-S

5. Don't know, when doing what in between?

Baron

Quote from: tolworthy on Mon 01/03/2010 12:21:53

5. Is the selected sprite no longer remembered? (If you routinely edit hundreds of sprites you'll know what I mean - it's now hard to remember which one you edited last)


I remember this feature fondly.  The last sprite to be double-clicked into a view would remain highlighted so that you could easily find the next one in sequence -really handy if multiple sprites looked almost identical.

CShelton

Quote from: Baron on Tue 02/03/2010 02:49:37
I remember this feature fondly.  The last sprite to be double-clicked into a view would remain highlighted so that you could easily find the next one in sequence -really handy if multiple sprites looked almost identical.

When you add a sprite to a loop, you can click "Create new frame" and it will pick the next sprite automatically. You can just hold in "Enter" and it will keep adding frames until you let off.

EnterTheStory (aka tolworthy)

Thanks for the help.
Quote from: Khris on Mon 01/03/2010 19:06:02draw hotspot 0 over them or draw using the right mouse button.
Ah! It's obvious when you point it out. Thanks!

Quote from: Khris on Mon 01/03/2010 19:06:02isn't ~75% of the screen enough?
You rich people with giant screens! :( On my little monitor I only see a tiny part of the code.

Quote from: Khris on Mon 01/03/2010 19:06:025. Don't know, when doing what in between?
As Baron says, double clicking. Editing old sprites is now like playing roulette, and not being able to batch copy over existing numbers makes any mass edits much slower.

But on the plus side, the new zoom feature is brilliant.

Khris

Quote from: tolworthy on Tue 02/03/2010 09:29:09You rich people with giant screens! :( On my little monitor I only see a tiny part of the code.

I'm on a several years old 21" CRT @ 1280x1024. Got it for free from my dad though.
On ebay, there are 19" CRTs for 20 Euros, including shipping.

EnterTheStory (aka tolworthy)

Quote from: Khris on Tue 02/03/2010 10:32:52On ebay, there are 19" CRTs for 20 Euros, including shipping.

Edit: you rich people or Europeans with giant screens :)

(In Britain the only ones I can see on eBay.co.uk start at £60. )

SMF spam blocked by CleanTalk