Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Pumaman on Wed 02/08/2006 18:53:56

Title: AGS 2.72 now released!
Post by: Pumaman on Wed 02/08/2006 18:53:56
Hey hey, kids! It's time for 2.72 to make its official appearance.

Assuming nobody finds any major issues, I'll upload it to the website in a few days.

Changes since 2.71:
* Added ability to use any size/resolution of icon, if you save your game with Windows 2000/XP.
* Added support for graphic filters, and added a standard 2x and 3x scaler, along with Hq2x and Hq3x filters.
* Added plugin API AGSE_ONSPRITELOAD function to allow plugins to modify sprites as they are loaded into memory.
* Added new plugin API functions IncrementManagedObjectRefCount, DecrementManagedObjectRefCount, SetMousePosition, SimulateMouseClick, GetMovementPathWaypointCount, GetMovementPathLastWaypoint, GetMovementPathWaypointLocation, GetMovementPathWaypointSpeed.
* Added ListBox.ScrollDown, ScrollUp, RowCount, HideBorder and HideScrollArrows. Added "Hide scroll arrows" setting to listboxes in GUI editor.
* Added System.Gamma and SupportsGammaControl; and replaced old system.* variables with new System. properties.
* Added Room.Width, Height, ColorDepth, LeftEdge, RightEdge, BottomEdge, TopEdge and MusicOnLoad properties.
* Added ability to use movement speeds slower than 1 (-2 is now 1/2, -3 is 1/3, etc)
* Added ability to name dialog topics, and ported RunDialog/etc to OO-style functions. Additionally, dialog scripts can now use the topic names with goto-dialog rather than using the number.
* Added GUI Control z-order support (right-click Bring To Front / Send To Back options in editor, as well as BringToFront/SendToBack script commands).
* Added Game.SetSaveGameDirectory command, including support for My Documents folder.
* Added option to export animated background frames, and added a confirmation message to the Delete Frame button.
* Added Game.SpeechFont and Game.NormalFont properties to replace SetSpeechFont/SetNormalFont but also provide a way for you to get the current setting.
* Added Game.Name, Game.FileName, Object.Loop and Object.Frame properties.
* Added Button.Font property, and added Text Alignment property to GUI buttons and list boxes in the editor.
* Added Mouse.GetModeGraphic to allow you to get the sprite slot of the cursor.
* Added String.AsFloat property to convert strings to floats.
* Added Game.StopSound function, to allow you to easily stop all sound effects.
* Added writable ViewFrame.Graphic property, which allows you to change view graphics at run-time.
* Added Region.TintRed, TintGreen, TintBlue, TintEnabled and TintSaturation properties to allow you to get the current region setting.
* Added game.read_dialog_option_color to allow you to set a different colour for dialog options which the player has already selected.
* Added Ctrl+S option to script editor, to save changes so far.
* Increased sound channels from 6 to 8, and you can now have more than 1 simultaneous ambient sound.
* ListBox.AddItem and ListBox.InsertItemAt now return false rather than quitting the game, if you try to add too many items to the list.
* Disabled text boxes now do not draw the cursor.
* Obsoleted GetGameParameter and added new functions and properties to replace it (see GetGameParameter in the help to redirect you to the new functions).
* Obsoleted SetFrameSound and made the ViewFrame.Sound property writable instead.
* Obsoleted savegameindex[] array, and added ListBox.SaveGameSlots[] array instead. Additionally, raised the max save games from 20 to 50.
* Increased permitted length of GUI label text from 200 to 2048 characters.
* PlayMusicQueued now preloads the next track to provide a seamless transition between tracks.
* Added DirectSound Hardware Mixer option to Setup.
* Increased script editor line length limit from 300 to 500 characters.
* Editor now uses "Sound" sub-folder to store sound files, like the way it currently works with Music and Speech.
* Editor view preview window will now play frame-linked sounds if they are in .WAV format.
* Added shortcut keys Ctrl+1 through Ctrl+9 and Module Scripts sub-menus for easy access to module scripts and headers.
* Autocomplete now warns if you use an array index to access properties on a non-array, and vice versa.
* Added option to Assign Sprites To View dialog to allow you to add the sprites in reverse order.
* Editor now shows each character's talking view as well as normal view in the Characters pane.
* Mouse.SetBounds now actually locks the cursor within the bounds, rather than it moving invisibly within the locked out area.
* Added game.keep_screen_during_instant_transition option for 8-bit colour modes.
* Changed the default restart point to be just before the first room is loaded, in order to avoid problems with the restart point not working properly in some games.
* The game can now be closed with the X button or Alt+X while a PlayVideo is playing.
* Moved GUI Clickable setting from the checkbox into the Properties window, since it more intuitively belongs there.
* "Enforce new-style strings" now disables old-style string functions.
* Old split resource files now get deleted if you disable splitting or reduce the number of split files.
* PlayVideo now pauses the video if the player alt+tabs away from the game while it is playing.
* player.ChangeRoom in game_start is now allowed, and will change the room that the game starts in.
* Increased editor performance when importing tiled sprites.
* Debug console now also writes its output to the Windows Debugger (which you can read with an application like DebugView); useful if the debug console normally flies past too quickly to be useful.
* View preview window now cycles through whole of multi-loop animations.
* Fixed crash if you used Restore or Restart within a script module event handler.
* Fixed template creation to work with Music and Speech sub-folders.
* Fixed agsedit.log timestamp having the wrong month.
* Fixed character blinking not working properly once they had finished talking.
* Fixed translation source not including strings from script modules.
* Fixed a backwards compatibility issue with game.num_inv_items.
* Fixed characters with only left/right loops sometimes using the wrong loop when moving.
* Fixed game erroring out if you used Character.ChangeView to change from a 4-directional to a 2-directional view.
* Fixed GUI Labels to be not clickable by default.
* Fixed "Refresh list" option not working in the Room List if no room was selected.
* Fixed calltips not picking up member functions if you put a space before the opening bracket.
* Fixed text parser not handling an optional choice of words properly.
* Fixed text parser not handling a choice of words with spaces properly in Said().
* Fixed Global Messages pane not updating after Importing Dumped Text.
* Fixed FaceLocation not working properly if the character's current loop was not one of the normal walking loops.
* Fixed Mouse.SetPosition clipping the Y to 200, even in 320x240 games.
* Fixed sierra-style speech screwing up if you used RemoveOverlay or SetTextOverlay in repeatedly_execute_always while the speech was displayed.
* Fixed Tiled Sprite Import allowing you to import over the edge of the image when zoomed in.
* Fixed ShakeScreen leaving artefacts in the black borders when running in letterbox mode.
* _blank.crm is now included when you make a template.
* _blank.crm will be checked for in editor folder if not found in game folder.
* Fixed editor crashing if a very large template.txt file was used when starting a game from a template.
* Fixed block comment parsing sometimes not working properly if /* was the last thing on a line.
* Fixed String.Contains not working properly with strings >200 characters.
* Fixed PlayMusic not working if it was called whilst an old track was fading out but crossfading was now disabled
* Fixed "too many events posted" error if several commands like Walk were used in quick succession.

NOTE: If you were using the betas, this is the same build as 2.72 Final 2, just renamed.

http://www.adventuregamestudio.co.uk/ags_272.zip
Title: Re: AGS 2.72 now released!
Post by: MrColossal on Wed 02/08/2006 19:05:07
"* Added Ctrl+S option to script editor, to save changes so far."

Hooray!

Thanks Ceej!
Title: Re: AGS 2.72 now released!
Post by: monkey0506 on Wed 02/08/2006 20:13:43
"Changes since 2.71:"

Hooray!

Thanks Ceej!

Lol...sorry...but there's a lot of good stuff in there. Yay for the final version! Now get busy on 2.73...sit back, take a break, and relax. :=
Title: Re: AGS 2.72 now released!
Post by: InCreator on Thu 03/08/2006 10:53:04
Quote* Added support for graphic filters, and added a standard 2x and 3x scaler, along with Hq2x and Hq3x filters.

\o/
yay!
Title: Re: AGS 2.72 now released!
Post by: simulacra on Thu 03/08/2006 11:44:31
Wooow!
Title: Re: AGS 2.72 now released!
Post by: SSH on Fri 04/08/2006 11:07:19
You can use this new engine to run older games: so you could use the graphics filters on this even with older games

INSTRUCTIONS:

1. Copy the acwin.exe from your AGS editor directory into the game folder
2. Rename the game executable to ac2game.dat
3. right-click and drag the acwin.exe and create a shortcut
4. right-click shortcut, select Properties and in the dialog, add --setup to the end of the Target box (not inside the quotes, if there are any). Hit OK.
5. double-click the shortcut
6. Select the graphics filter that you want from the new setup dialog
7. Save and Run!


You can also use this runtime zip (http://ssh.me.uk/AGS272runtime.zip) which you unpack into your game dir, run the rename batch file, run setup batch file and then you're away!
Title: Re: AGS 2.72 now released!
Post by: on Sun 06/08/2006 18:08:17
Sorry, I've downloaded it, but in my version, the "import gui" "create a new gui" & "export gui" buttons aren't there  :o
Do they have a new place or it's a bug?
Title: Re: AGS 2.72 now released!
Post by: GarageGothic on Sun 06/08/2006 18:19:19
They're in the drop down menu called "GUI".
Title: Re: AGS 2.72 now released!
Post by: Radiant on Tue 08/08/2006 13:51:43
W00t!
Title: Re: AGS 2.72 now released!
Post by: monkey0506 on Tue 08/08/2006 16:04:42
I agree Radiant. w00t. w00t^2. w00t++. But not w00t#. w00t# is just retarded.

I'm really excited that this has finally been unleashed upon the world and uploaded to the download page.[size=0][color=d8e8f8]*
*Because that means that hopefully within the next couple of weeks we'll see the first 2.73 Beta![/color][/size]
Chris has really done a great job with this version.
Title: Re: AGS 2.72 now released!
Post by: Nathan23 on Tue 08/08/2006 16:53:09
No words :o, It's a great Job Thanks again CJ.
Title: Re: AGS 2.72 now released!
Post by: cjhrules on Tue 08/08/2006 17:08:56
Amazing! Great work!  ;D
Title: Re: AGS 2.72 now released!
Post by: Ishmael on Tue 08/08/2006 18:48:02
For the next version would you mind moving stuff back to nice square buttons from the drop down menus because I still can't "find" them. :(
Title: Re: AGS 2.72 now released!
Post by: Sektor 13 on Wed 09/08/2006 19:53:04
BUG (ags 2.72 RC2):

When main character stops talking in "dialog mode"  (and dialog GUI shows up again - when you can choose new question) character holds last frame of talking view, which means he is standing with his mouth open.

Emm hope this sentance makes any sence :) .
Title: Re: AGS 2.72 now released!
Post by: SSH on Mon 14/08/2006 17:51:16
Just got this trying to paste something into a  newly created sprite folder in AGS 2.72:

Exception 0x0000000
at EIP=0x000000000
AGSEDIT v2.72.652 SIP=26

:(

and I can recreate it, it seems. The image was a subselection of a layer in Paint.NET... when I pasted it into MS Paint and copied it again, it worked fine....
Title: Re: AGS 2.72 now released!
Post by: Mr_Threepwood on Thu 31/08/2006 17:30:39
Alright so I'm somewhat new to AGS and have never made a transition between versions.  If my game is 2.71 uses some obsolete ways of doing things will I be ok when I switch or will I have to go through the game carefully checking that there's no problems?
Title: Re: AGS 2.72 now released!
Post by: SSH on Thu 31/08/2006 17:59:59
Unless you use GetGameParameter or change view frames, you'll probably be OK
Title: Re: AGS 2.72 now released!
Post by: Erenan on Thu 31/08/2006 22:39:19
But it never hurts to back up your game!
Title: Re: AGS 2.72 now released!
Post by: on Mon 02/10/2006 05:02:10
Hi,

I've tried SSH's instructions to update any older AGS game with the new filters, and it works neat.

Problem: is there any way to force an AGS game to run in a 32-bit res mode? It appears most games run in 16-bit or less, which makes hq2x impossible to choose. That's a bit silly, considering hq2x is primarily efficient with games using as few colours as possible.
Title: Re: AGS 2.72 now released!
Post by: Pumaman on Tue 03/10/2006 21:45:09
The reason for that restriction is that the particular implementation of Hq2x that AGS uses only works with 32-bit graphics. I can also write a 16-bit version but it's just something I haven't got around to yet.
Title: Re: AGS 2.72 now released!
Post by: Gilbert on Tue 17/10/2006 06:21:25
Seems that there're no MP3-less version of the V2.72 engine (filename for teh download in official page suggested it's V2.71) yet, and since some people are showing interest (http://americangirlscouts.org/bbc.com/yabb/index.php?topic=28714.0), I'll post here for CJ to read and decide whether that executable should be updated.
Title: Re: AGS 2.72 now released!
Post by: Pumaman on Thu 23/11/2006 20:18:28
Sorry for the delay, 5 weeks on there is now a MP3-less version of 2.72 available on the download page.
Title: Re: AGS 2.72 now released!
Post by: Afflict on Thu 23/11/2006 22:23:29
Thank you CJ!

I am planning to take AGS a little more serious.

Hope to release soon!
Title: Re: AGS 2.72 now released!
Post by: homelightgames on Tue 05/12/2006 19:57:38
Thanks Chris for putting the time into that.  It really is much appreciated.

Thank you

visionmind