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AGS Support => Advanced Technical Forum => Topic started by: Pumaman on Wed 16/04/2008 19:45:36

Title: AGS 3.0.1 now available!
Post by: Pumaman on Wed 16/04/2008 19:45:36
I'm pleased to announce that AGS 3.0.1 is now available for your downloading pleasure.
This version is a minor update, but includes several fixes and changes to improve the stability and usability of AGS 3.

Assuming no serious problems are found in the next few days, I'll make it official on the website.

Changes since AGS 3.0:

* Added zooming and mask transparency to the room areas editor
* Added ability to drag and drop sprites to other sprite folders, like in 2.72
* Added ability to drag and drop views between view folders
* Added ability to delete views and view folders
* Added "Go To Definition" right-click option in script editor, and fixed cut/copy/paste context menu options not always being enabled correctly
* Added Create Voice Acting Script option, to generate a file containing all voice speech lines for each character
* Added draggable baseline to the Walk-behinds Editor to make it more user friendly
* Added "New sprite using last sprite" and "Replace sprite using last sprite" options to sprite manager, to allow you to quickly grab multiple frames off a single source image
* Added "Sort sprites by number" option to sprite manager
* Added "Sort by number" option to room list
* Added File.Exists, File.Delete, String.IsNullOrEmpty, DrawingSurface.GetPixel, DrawingSurface.DrawStringWrapped, Game.InSkippableCutscene, Game.SkippingCutscene, System.NumLock, System.CapsLock, System.ScrollLock commands.
* Added back Match Brace feature in script editor
* Added new room template dialog for creating new rooms.
* Added back Ctrl+G/Ctrl+H as shortcuts to get to the global script and script header
* Added PaletteLockedToRoom property on sprites to allow you to easily remember if the sprite was imported against a specific room (8-bit only)
* ListBox.FillDirList now supports $SAVEGAMEDIR$
* Changed the Ctrl+X debug option in-game to make it more user friendly
* View Preview now scales down large sprites to fit inside the preview window
* Removed limit on number of phenomes per file with PAM voice speech
* Increased max script modules to 50
* Double-clicking a room object now opens the sprite selector
* Editor will now remember the file path that you import fonts from, and display it as a property on the font
* When adding a new frame to a view, the editor is now more intelligent about the default sprite that it chooses for the new frame
* Attempting to display messages with extended characters in SCI font will now render those characters as a ? rather than aborting the game.
* Editor now prevents you from deleting sprite folder if sprites in it are still in use
* Editor plugin API: Added new OpenEditorForScript, ShowHelpFile, GetSpriteImage and DrawSprite methods; added RoomController and SourceControl operations; added Views property to Game object
* Added AGSE_PRERENDER plugin event to allow characters/objects to be modified just before they are rendered
* When you double-click a script error message or use the drop-down function list, the script editor now does a better job of highlighting the relevant line.
* Increased size of function list drop-down in script editor
* Improved pathfinder dealing with narrow winding walkable areas
* Added right-click Flip option and shortcut key 'F' to flip frames in view editor
* Added preferences option to set the default directory where new games are created
* Assign To View window now remembers the last view number used
* Editor now prompts you to save the current game before loading a different one
* Editor now remembers the position of the main two splitters when you quit
* Made some improvements to reduce music stuttering in some complex rooms
* New engine command line parameter -noexceptionhandler to disable the AGS exception handler (for plugin developers)
* Object properties now show "BaselineOverridden" as a separate setting to clarify the baseline behaviour
* Improved the way some editor dialogs look when run with Large Fonts (> 96 DPI)
* Removed left/right loops compile warning, and instead a single frame in the left/right loops is automatically created
* Harmonised speed of fade-in/fade-out between D3D and DX5 drivers
* Fixed FadeIn not showing characters/objects if you changed the game state since FadeOut
* Fixed Quick Import Multiple Sprites not remembering the import directory
* Fixed intermittent crash if a view preview was active when you saved the game
* Fixed speech colour being random if you used SierraWithBackground speech without a custom text window GUI
* Fixed plugin API screen drawing events, and implemented support for them with D3D driver
* Fixed intermittent crash starting engine with debugging enabled
* Fixed built-in save/load/quit dialogs having transparent borders in 8-bit games
* Fixed mouse wiping away dialog options background in 8-bit games
* Fixed some issues importing 8-bit sprites locked to a room background
* Fixed FadeIn not dealing with letterbox borders correctly if SetFadeColour had been used
* Fixed room editing pane being closed when you built the game after editing the room script
* Fixed ChangeRoom moving the character before fading out with some transitions and the D3D driver
* Fixed crash importing characters with Run Next Loop flag set on a view; and fixed invalid character export files being generated for characters with Run Next Loop flag set.
* Fixed engine crash on startup with D3D driver on some graphics cards in 16-bit games
* Fixed GetViewportX/Y not working properly in room Before Fadein event
* Fixed compile error with custom icons that have all 13 Vista icon formats
* Fixed IsKeyPressed not working properly with A-Z keys on non-qwerty keyboards
* Fixed script editor not to do a matching bracket check when you close a bracket inside a comment or string
* Fixed bug in editor when replacing a room background with one of the same size but with the game now running at a different resolution
* Fixed Object.Animate not working with RepeatStyle=2
* Fixed crash loading game into editor if a translation file contained a duplicate line
* Fixed editor crash if you had an misplaced square bracket near the end of a script header
* Fixed room background import to ignore source image DPI
* Fixed GUI import/export if one of the GUI controls had an extended character in its text
* Fixed RunAGSGame using wrong current directory when under debugger
* Fixed multi-loop speech animations crashing if a blinking view was used
* Fixed spurious "Unable to display speech" error if a character had just been animating before displaying speech.
* Fixed "downgrade 32-bit to 16-bit" checkbox in Setup not working
* Fixed voice lip sync falling behind if a very low game speed was used
* Fixed voice lip sync looking in game folder rather than Speech folder for  PAM files; and fixed compile error if PAM files had the [Preferences] section
* Fixed GUIs getting an erroneous alpha channel if the BackgroundImage was set to -1.
* Fixed animated GIFs not importing correctly if they used incremental frames.
* Fixed black areas of 8-bit backgrounds turning blue (you will need to re-import any affected backgrounds)
* Fixed erroneous error message importing an image into an 8-bit game if it was smaller than the screen size.
* Fixed error attempting to directly restore a saved game from explorer if the screen transition was Crossfade or Dissolve
* Fixed function calltips not working if you put a space between the function name and the opening bracket
* Fixed crash which could occur if a character was in the middle of an animation loop when a Say command was run
* Fixed legacy global messages not getting included in Auto Number Speech Lines numbering
* Fixed exported script modules giving error when importing into 2.72
* Fixed crash importing a game from 2.72 if there was a room with an almost valid file name (eg. "room06.crm")


To get it, go to the Download Page (http://www.adventuregamestudio.co.uk/acdload.htm).
Title: Re: AGS 3.0.1 now available!
Post by: monkey0506 on Thu 17/04/2008 01:49:12
Hey Chris, would it be possible to get a plain RAR of this? My roommate agreed to let me use her computer now, but she's kind of picky about what gets installed so I have a limited account. Easy enough to by-pass, but it would just be simpler with a RAR. ;)
Title: Re: AGS 3.0.1 now available!
Post by: Dualnames on Thu 17/04/2008 10:05:06
I could RAR it for you monkey..
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Thu 17/04/2008 17:26:20
Yes, a RAR version will be made available when the website is updated. Have patience, man!!
Title: Re: AGS 3.0.1 now available!
Post by: TechnoBard on Thu 17/04/2008 20:11:48
Greets to All and a question...

New to AGS and wondering if upgrades are "full installs" or can just the .exe file be upgraded? Thx.
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Thu 17/04/2008 22:17:23
The AGS distribution is always a full install. This is because some people like to run multiple versions of AGS side by side, so when you install a new version it doesn't touch any existing versions that you have installed.
Title: Re: AGS 3.0.1 now available!
Post by: TechnoBard on Thu 17/04/2008 23:12:48
Quote from: Pumaman on Thu 17/04/2008 22:17:23
The AGS distribution is always a full install. This is because some people like to run multiple versions of AGS side by side, so when you install a new version it doesn't touch any existing versions that you have installed.
Ah, thanks for that info.
Title: Re: AGS 3.0.1 now available!
Post by: monkey0506 on Fri 18/04/2008 06:31:15
Of course one must learn patience to master the power that is AGS. Forgive me master Chris. I shall not fail you again.
Title: Re: AGS 3.0.1 now available!
Post by: Rui 'Trovatore' Pires on Fri 18/04/2008 11:05:06
Huh? So when I install to my AGS directory it doesn't install over the previous version? Where does it go, then?
Title: Re: AGS 3.0.1 now available!
Post by: SSH on Fri 18/04/2008 11:55:48
If you install it in the same directory, it WILL overwrite, I think. CJ just meant that you CAN install it elsewhere...
Title: Re: AGS 3.0.1 now available!
Post by: Rui 'Trovatore' Pires on Fri 18/04/2008 11:58:15
Ah. Ok. Thanks.
Title: Re: AGS 3.0.1 now available!
Post by: macon on Sat 19/04/2008 16:07:53
How will the 'check for updates' menu item work?

Will it just tell me that a new version is available and I have to download it manually or will it update for me? If it does update for me I assume it installs over the top of my current version or do I have the option of installing elsewhere? I am one of those who likes to keep their previous versions of AGS.
Title: Re: AGS 3.0.1 now available!
Post by: Rui 'Trovatore' Pires on Sat 19/04/2008 16:20:32
It directs you to a "Beta" thread, in your browser. It does not install.
Title: Re: AGS 3.0.1 now available!
Post by: Mr.T on Sun 20/04/2008 17:23:59
Great news!  ;D Thank you
Title: Re: AGS 3.0.1 now available!
Post by: Play_Pretend on Mon 21/04/2008 00:07:03
I don't know if this is the right place to report this, but I think I found a bug in the new editor.  I was trying out the Voice Actor tool, and when it went to export the text file, it brought back a bunch of errors saying "Unknown Character Name: Narrator", one error for each time I'd used Narrator: in my dialog scripts.  It ran fine in-game, so is this something I'm supposed to change just for the Voice Actor tool, or a bug?  Thanks!
Title: Re: AGS 3.0.1 now available!
Post by: bearseatbeats on Mon 21/04/2008 04:43:45
Hiya!

If you try to compile the demo game that comes with version 3.0.1, it gives error "GlobalScript.ash(377): Error (line 377): '-' is already defined." I've uninstalled it and a previous version and made sure to save the game before trying to run it, but no dice. Great editor, though!
Title: Re: AGS 3.0.1 now available!
Post by: subspark on Mon 21/04/2008 06:20:34
BUG: When a hotspot is drawn (ID1) and a new background image is imported over an old one, the hotspot changes proportions.

BUG: When dragging edges, the new position is not updated on screen until the mouse has been released and moved by 4 pixels vertically. Moving the mouse horizontally doesnt update the new position whatsoever.

BUG: When I position a label on a gui, the game draws it about 5 pixels below where it was placed in the GUI editor.

I'm using windows Vista Ultimate SP1 and have DirectX 10.1 installed.

Cheers,
Paul.
Title: Re: AGS 3.0.1 now available!
Post by: on Mon 21/04/2008 06:52:21
Found this:
* Setting a baseline for a walk-behind, and then changing zoom from max zu x2, results in the baseline disappearing. Setting it to 0 and re-entering the value fixes this.
* Preview option in Views doesn't display Flipped images; the original facing is displayed.

Apart from that, very great!
Title: Re: AGS 3.0.1 now available!
Post by: Matti on Mon 21/04/2008 12:11:36
Thanks so much, Chris.

I waited so long for the drag and drop-, delete- and zoomfeatures.

That's just what I wanted. Thanks again for that upgrade and for the new editor too.
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Mon 21/04/2008 20:33:49
Heh, thanks for the bug reports guys, looks like the beta wasn't tested as much as I hoped. Never mind.

QuoteIf you try to compile the demo game that comes with version 3.0.1, it gives error "GlobalScript.ash(377): Error (line 377): '-' is already defined." I've uninstalled it and a previous version and made sure to save the game before trying to run it, but no dice. Great editor, though!

This is caused by the following lines in the demo game GlobalScript.ash, lines 337-341:
#define X-Terms                         -24000
#define Y-Terms                         -25000
#define Z-Terms                         -26000

If you delete those lines, the game should run fine. I'll get it fixed for the next release.

QuoteBUG: When a hotspot is drawn (ID1) and a new background image is imported over an old one, the hotspot changes proportions.

I can't replicate this, can you provide more details?

QuoteBUG: When dragging edges, the new position is not updated on screen until the mouse has been released and moved by 4 pixels vertically. Moving the mouse horizontally doesnt update the new position whatsoever.

This is fine for me on XP, but I get the same problem as you on Vista. It also seems to affect 3.0, so it's nothing new in this version ... i'll need to investigate why it's happening.

QuoteBUG: When I position a label on a gui, the game draws it about 5 pixels below where it was placed in the GUI editor.

I can't replicate this, can you provide an example?

Quote* Setting a baseline for a walk-behind, and then changing zoom from max zu x2, results in the baseline disappearing. Setting it to 0 and re-entering the value fixes this.

I can't replicate this ... what value was the Baseline set to in the properties pane when it disappeared? Is it reproducible?
Title: Re: AGS 3.0.1 now available!
Post by: Play_Pretend on Mon 21/04/2008 22:16:23
Hey Chris, what about my bug? :)  The voice actor lines-producing tool won't recognize "narrator" as a character in the dialogs.  It gave me one error for each time narrator was used, even though the game runs fine with it.

Title: Re: AGS 3.0.1 now available!
Post by: rock_chick on Mon 21/04/2008 23:23:40
Don't want to be a nag but when the download page is updated will it say you're downloading the current version because even though the installer downloads are for this version it still mentions it as 3.0?
Title: Re: AGS 3.0.1 now available!
Post by: Vince Twelve on Tue 22/04/2008 07:09:50
Just a minor issue that was giving me a little trouble for a couple days.  The drop down menu at the top of the script is incredibly useful for me, but the other day, it stopped recognizing functions beyond script line 10,000 and I couldn't figure out why.  I thought it might have been an issue with scripts longer than 10,000 lines, but then I figured out that in the function around that line, I had an un-terminated bracket in a comment block.  Something like:

/*
blah blah blah
function something(){
*/

Simply closing that bracket made the whole thing work again, but it was giving me a headache for a while.  It seems like the editor should avoid comment blocks when making the function name list.  Terribly minor, but just pointing it out!
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Tue 22/04/2008 21:01:40
QuoteHey Chris, what about my bug?   The voice actor lines-producing tool won't recognize "narrator" as a character in the dialogs.  It gave me one error for each time narrator was used, even though the game runs fine with it.

I'm not ignoring you, I just haven't had time to investigate that one yet. I didn't want to post a reply to it until I had something definitive to say :)

QuoteDon't want to be a nag but when the download page is updated will it say you're downloading the current version because even though the installer downloads are for this version it still mentions it as 3.0?

Well, 3.0 really includes 3.0.x because you can think of the original release as 3.0.0, and the new one as 3.0.1 -- and the text on the download page applies to both. So "3.0" seems to cover all bases ;)

QuoteI thought it might have been an issue with scripts longer than 10,000 lines, but then I figured out that in the function around that line, I had an un-terminated bracket in a comment block.

Thanks, I'll look into it.
Title: Re: AGS 3.0.1 now available!
Post by: fovmester on Tue 22/04/2008 22:00:59
I love the new zoom function!

I think I found a bug though:

I imported my game from 3.0.0 and now all of my rooms have a black border in the editor. It is like the background is smaller than the room size. See this image:

(http://www.fovmester.se/images/blackedge.png)

When I try to reimport the background image I get the question if I really want to import this background since it is of another size than what is already there and all my hotspots and so on will disappear. My guess is that this is a bug related to the zoom function. When I zoom the amount of black frame changes and it even vanishes at the highest zoom level. Could it be that the size of the room somehow becomes different from the background because of the zoom?  There is no problem when I run the game, it is just that I cannot import a new background over the old ones. Which I need to do since I want to change almost every background in my game (my new lcd revealed that the colors are too bright).
The background size is normally 640 x 480, but the same black border appears also when the size of the background is larger.
Title: Re: AGS 3.0.1 now available!
Post by: subspark on Wed 23/04/2008 08:03:58
BUG: It seems that timers might be broken.
I can't get the following code, taken from the manual, to work:

SetTimer(1, 300);
  if (IsTimerExpired(1) == 1) {
    Display("Timer expired");
  }


The only way around it I could find was to do this:
int fbtimer = 1;

if (fbtimer == 200) {
    Display("Timer expired");
    fbtimer = 0;
    }
  else if (fbtimer == 0) {}
  else {
      fbtimer ++;
    }


I'm working on getting a test game to you for those unresolved bugs, Chris. Internet finally gets relocated 7pm tonight so no more webcafes.

Cheers,
Paul.
Title: Re: AGS 3.0.1 now available!
Post by: SSH on Wed 23/04/2008 09:57:48
Quote from: subspark on Wed 23/04/2008 08:03:58
SetTimer(1, 300);
  if (IsTimerExpired(1) == 1) {
    Display("Timer expired");
  }



If you put SetTimer right in front of the if statement, you'll keep resetting the timer to 300.
Title: Re: AGS 3.0.1 now available!
Post by: Megoru on Wed 23/04/2008 10:25:37
Hi there, this is my first post here. I've downloaded AGS 3.0.1 but I can't get it work. It throws an IndexOutOfRangeException when I click "Finish" on the Start New Game wizard.

I tried formatting my laptop cause I was also having problems with a .net framework update but I'm still getting the same error.

AGS 2.7.2 seems to work fine.


Here's the stack trace:

---------------------------
Adventure Game Studio
---------------------------
There was an error creating your game. The error was: Index was outside the bounds of the array.



Error details: System.IndexOutOfRangeException: Index was outside the bounds of the array.

   at System.Globalization.DateTimeFormatInfo.InsertHash(TokenHashValue[] hashTable, String str, TokenType tokenType, Int32 tokenValue)

   at System.Globalization.DateTimeFormatInfo.CreateTokenHashTable()

   at System.Globalization.DateTimeFormatInfo.Tokenize(TokenType TokenMask, TokenType& tokenType, Int32& tokenValue, __DTString& str)

   at System.__DTString.GetSeparatorToken(DateTimeFormatInfo dtfi)

   at System.DateTimeParse.Lex(DS dps, __DTString& str, DateTimeToken& dtok, DateTimeRawInfo& raw, DateTimeResult& result, DateTimeFormatInfo& dtfi)

   at System.DateTimeParse.TryParse(String s, DateTimeFormatInfo dtfi, DateTimeStyles styles, DateTimeResult& result)

   at System.DateTimeParse.Parse(String s, DateTimeFormatInfo dtfi, DateTimeStyles styles)

   at System.DateTime.Parse(String s, IFormatProvider provider)

   at System.Convert.ToDateTime(String value)

   at AGS.Types.SerializeUtils.DeserializeFromXML(Object obj, XmlNode node)

   at AGS.Types.Settings.FromXml(XmlNode node)

   at AGS.Types.Game.FromXml(XmlNode node)

   at AGS.Editor.AGSEditor.LoadGameFile(String fileName)

   at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive)

   at AGS.Editor.GUIController.ShowNewGameWizard()
---------------------------
OK   
---------------------------
Title: Re: AGS 3.0.1 now available!
Post by: rock_chick on Wed 23/04/2008 10:43:18
With this many bugs would it be a good idea to change the download version on the website back to 3.0 until this version is a bit more stable?

Also on a slightly unrelated note, I once imported a normal size background for my game for a room and it said it wasn't the correct size yet nothing seemed to be a problem but that was with 3.0, anyone else had this happen or is there a thread for mentioning these things for that specific version?
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Wed 23/04/2008 19:20:11
QuoteI imported my game from 3.0.0 and now all of my rooms have a black border in the editor. It is like the background is smaller than the room size. See this image:

That black border is just a visual artefact, it's nothing to worry about.

QuoteWhen I try to reimport the background image I get the question if I really want to import this background since it is of another size than what is already there and all my hotspots and so on will disappear.

Is your game resolution still the same as when you first imported the background? With the room open, check the "Visual" section of the properties pane and verify what Resolution, Width and Height the room is. Then, double-check the Resolution in the Game Settings, and match this against the new image that you're trying to import.

Do they all match up?

QuoteBUG: It seems that timers might be broken.
I can't get the following code, taken from the manual, to work:

As SSH says, you're constantly resetting the timer so it will never expire. Where is this example in the manual?

QuoteHi there, this is my first post here. I've downloaded AGS 3.0.1 but I can't get it work. It throws an IndexOutOfRangeException when I click "Finish" on the Start New Game wizard.

Hmm, what locale are your Regional Settings set to in Windows? (in particular, the date and time formats)
This looks like a problem trying to interpret a date/time, but I haven't seen any reports of this before.

QuoteWith this many bugs would it be a good idea to change the download version on the website back to 3.0 until this version is a bit more stable?

The only bug that has been reported where 3.0.1 is worse than 3.0 is that the Demo Game doesn't compile. I'd agree that this is a fairly serious issue, but I'm not going to roll back because of it.
Title: Re: AGS 3.0.1 now available!
Post by: on Thu 24/04/2008 06:44:21
Re Baseline:

The room's 740X320 at 320x240 resolution. The walkbehind area is for a bench covering a square (top left 500/180, bottom right 50,200), and the baseline was set to 195.
As described, I set that line while in the largest zoom, and it disappeared when returning to the default second marker.

I tried to reproduce the effect but haven't found it to happen again, so it might've been a system glitch caused by too fast mouse movement or whatever...
Title: Re: AGS 3.0.1 now available!
Post by: rock_chick on Thu 24/04/2008 10:22:06
Quote from: Pumaman on Wed 23/04/2008 19:20:11
The only bug that has been reported where 3.0.1 is worse than 3.0 is that the Demo Game doesn't compile. I'd agree that this is a fairly serious issue, but I'm not going to roll back because of it.
I know this may have been asked before and the answer is probably yes but is this an issue you're working on? For me it's no big deal but it might be for people who've never used the program before or hardly at all.

I just thought all the reports of problems were probably bugs so that's why I said what I did, didn't realise they actually weren't.

Off topic but why did you feel the need to change the interface in 3.0 from 2.72 so drastically? I found the older one much more user friendly and involved less coding.
Title: Re: AGS 3.0.1 now available!
Post by: Gilbert on Thu 24/04/2008 10:31:12
Quote from: rock_chick on Thu 24/04/2008 10:22:06
Off topic but why did you feel the need to change the interface in 3.0 from 2.72 so drastically? I found the older one much more user friendly and involved less coding.

As explained by CJ in the original thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29789.0):
Quote from: Pumaman on Mon 15/01/2007 23:24:45
What does this have in store? Well, there have been various requests for features in the editor that simply weren't possible because of the editor's design, and its code was so messy that I was having trouble understanding it whenever I had to make updates.

So, I decided it was time to cut the losses and rewrite the editor from scratch. This alpha preview release is earlier on in the development process than where I'd normally unleash something on the public, but since it's a major change I thought it'd be good to get feedback early in case there are any big problems with it.

I've tried to design the new editor to be more Visual Studio-esque, so now rather than having a tree list with the main panes on it, and then sub-lists of Views (for example), it's all combined into a single treeview. You can also open multiple windows.

Personally I don't like the new editor either (I like AC roommake more :=), however as it's CJ's choice and already many people have been feeling comfortable with the new interface that why not?
Title: Re: AGS 3.0.1 now available!
Post by: subspark on Thu 24/04/2008 11:52:41
I on the other hand LOVE the new interface and aside from it looking and behaving astronomically more professional, I feel it reflects a more modern game development environment.

TOP work Chris!
Cheers,
Paul.
Title: Re: AGS 3.0.1 now available!
Post by: Megoru on Thu 24/04/2008 17:01:11
Quote from: Pumaman on Wed 23/04/2008 19:20:11
Hmm, what locale are your Regional Settings set to in Windows? (in particular, the date and time formats)
This looks like a problem trying to interpret a date/time, but I haven't seen any reports of this before.

Mmmh italian? Am I supposed to change something in my os? Never messed up with regional settings...

Well I'm a noob so I'm going to practice with the 2.7.2 version until a solution come up.
Title: Re: AGS 3.0.1 now available!
Post by: Mr.T on Thu 24/04/2008 18:01:24
When working with Game.TranslationFilename I have to manually copy the TRA files
in the root folder of the game, or else it works only with the compiled files in the
compiled folder (where the TRA are compiled).

When importing GUI it works fine, then on reload of the game in the editor the sprites
are all stretched. (exported GUI with AGS 3.0.1, imported with AGS 3.0.1)

Seems like it rescale sprites to 320x240 I have to manually re-assign to each sprite that
it is 640x400, 640x480, 800x600.
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Thu 24/04/2008 20:18:37
QuoteI tried to reproduce the effect but haven't found it to happen again, so it might've been a system glitch caused by too fast mouse movement or whatever...

Hmm ok, well do let me know if you find a way to reproduce it.

QuoteI know this may have been asked before and the answer is probably yes but is this an issue you're working on? For me it's no big deal but it might be for people who've never used the program before or hardly at all.

Yes, I am planning to release a 3.0.2 update with the demo game fixed and some other bug fixes quite soon.

QuoteI just thought all the reports of problems were probably bugs so that's why I said what I did, didn't realise they actually weren't.

Most of them are bugs, but they are bugs that also affect 3.0. Therefore, 3.0.1 hasn't made the situation worse.

QuoteOff topic but why did you feel the need to change the interface in 3.0 from 2.72 so drastically? I found the older one much more user friendly and involved less coding.

As Gilbot has shown, there was a lot of discussion around this originally when the new editor was launched. That's all in the past now, so I don't think it'd be very useful to go over it again.

Quotemmh italian? Am I supposed to change something in my os? Never messed up with regional settings...

Well I'm a noob so I'm going to practice with the 2.7.2 version until a solution come up.

I've done some more investigation on this and it seems to be a .NET Framework bug if your Short Date Format has spaces in it -- I can reproduce the problem by changing my Regional Settings to be "dd MMM yyyy". I'll look into a workaround to fix this.

QuoteWhen working with Game.TranslationFilename I have to manually copy the TRA files
in the root folder of the game, or else it works only with the compiled files in the
compiled folder (where the TRA are compiled).

When importing GUI it works fine, then on reload of the game in the editor the sprites
are all stretched. (exported GUI with AGS 3.0.1, imported with AGS 3.0.1)

Seems like it rescale sprites to 320x240 I have to manually re-assign to each sprite that
it is 640x400, 640x480, 800x600.

I'll investigate these further.

QuoteI was trying out the Voice Actor tool, and when it went to export the text file, it brought back a bunch of errors saying "Unknown Character Name: Narrator", one error for each time I'd used Narrator: in my dialog scripts.  It ran fine in-game, so is this something I'm supposed to change just for the Voice Actor tool, or a bug?

I can reproduce this if I use "Narrator" in the dialog script; it's fine with "narrator". I'll get it fixed.

Quote* Preview option in Views doesn't display Flipped images; the original facing is displayed.

I can't reproduce this, it seems to work fine for me. Can you provide an example of this not working?

QuoteBUG: When I position a label on a gui, the game draws it about 5 pixels below where it was placed in the GUI editor.

I've traced this to a problem with the TTF font renderer, and will get it fixed.
Title: Re: AGS 3.0.1 now available!
Post by: azulencendido on Fri 25/04/2008 16:42:09
Well, this is my first post here. Beside all the technical issues with the new versions (3.0x etc), i want to say a couple of things:
1. i'm amazing with the community forums because i've seen a really mature people (most of all, he!)  working for make the AGS the best FREE game development software. So i think you are the best community. ;)
2. I think we need keep supporting CJ, because doing all this hard work and besides FREE for bastards like us, is because CJ (i think) must love bastards like us!!!! ;D
3. The new Zoom Buttons, Transparent Buttons and the Drag and Drop settings, and the all new features on AGS 3.0.1 are indeed excellent upgrades, i don't see the need to return to 2.7.2 style.  3.0.1 looks more professional.
4. Long Live to AGS and its community, thank You Guys , and thank you CJ, for your dream!!!! :'(  (read this line with Mickey Mouse's voice, TY)
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Fri 25/04/2008 16:54:49
Hehe thanks, I'm glad you're enjoying it :)
Title: Re: AGS 3.0.1 now available!
Post by: subspark on Sat 26/04/2008 00:02:02
Welcome azulencendido!
We too share your excitement for AGS and this wonderfull community!

Cheers,
Paul. :D
Title: Re: AGS 3.0.1 now available!
Post by: Electroshokker on Sun 27/04/2008 11:49:51
BUG REPORT

*EDITED*

the move-on-mouse click functionality doesn't seem to be working anymore after changing a room. (I can click anywhere on the walkable area, the character doesn't move!)

Only when clicking on an object, it seems to get back to normal, as any following clicks on the walkable area DO make the character walk to that spot again.

I thought it had something to do with the view being locked, but it turned out to be unrelated.

After a changeroom the character is unable to move when clicking on a walkable area (to test, I've put a walkable area over the entire room).

------------------------------

After a lot of testing, it hit me that this problem ONLY occurs if the player character's starting room is room 1.

I removed all code in this room, but STILL the problem persists.

I can bypass the problem by starting in another room (if I make the player character's first room room 2 or so, everything works as it should.
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Sun 27/04/2008 17:02:53
Sounds like there's something happening in your room 1 that is disabling the mouse. Did this problem start happening when you upgraded to 3.0.1? Were you using 2.72 or 3.0 before?
Title: Re: AGS 3.0.1 now available!
Post by: freshpaint on Sun 27/04/2008 18:27:14
I'm not certain whether this helps or confuses: I had problems with clicks in room 1 too (on a gui with buttons). No error messages, but it seemed like the program kept forgetting the button names and not executing the click code.

Traced it to testing using a save file.  This was probably a dumb thing to do (and is probably not your problem) but I'd been relying on the engine to let me know that it couldn't use the save file because something had changed (which it always seemed to do other times, even for what seemed like trivial changes).

I hadn't noticed it with other rooms.  This may be a clue (or may help someone else avoid chasing a non-problem for hours and hours!).
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Mon 28/04/2008 18:19:12
Yeah, the save game thing is a difficult one about how strict it should be. On the one hand, I don't want to invalidate all save games every time you change the slightest detail, but on the other hand by not doing so it can lead to strange occurrences like this.
Title: Re: AGS 3.0.1 now available!
Post by: Electroshokker on Mon 28/04/2008 19:06:43
Quote from: Pumaman on Sun 27/04/2008 17:02:53
Sounds like there's something happening in your room 1 that is disabling the mouse. Did this problem start happening when you upgraded to 3.0.1? Were you using 2.72 or 3.0 before?


I was using 3.0, then a 3.0.1 beta, then 3.0.1

I never noticed this problem before, but then again, I've switched starting rooms quite a lot to build up/debug each room.

I've tried renumbering the room but no luck, still the same problem.

I'll see if I can store all room 1's settings and rebuild it from scratch. Dunno what could've caused this.

I can send you a copy of the roomfile if you like, Chris, if you promise not to show it to anyone else.
Title: Re: AGS 3.0.1 now available!
Post by: Pumaman on Mon 28/04/2008 20:17:48
If you enable the debug console with the ` key, does it log a line when you click to walk but nothing happens?

Are you sure there's not some sort of transparent GUI in the way that might be absorbing the mouse clicks?

Uploading the room might help, but it could well be a combination of the room and the global script and maybe the GUIs or something, so really you'd need to upload the game for me to be able to have a good chance of tracking the problem down.
Title: Re: AGS 3.0.1 now available!
Post by: Electroshokker on Wed 30/04/2008 22:28:47
I've traced down the problem to my own Scumm VerbCoin GUI module. (*cough*)

Apparently, when I use the 'act' property to force an interaction upon an object, all following mouse clicks are 'bugged'. (non-responsive) untill I click on an object again.

:) well, I guess I better get to figure it out and fix it asap!   ;)

Chris, I do however seem unable to call the debug console with the ' key. I suspect it has something to do with my keyboard being belgian period (AZERTY). I've tried switching it to US keyboard settings, but no luck.

Any chance of making the debug console work on a different key combo? Ctrl+C maybe?