Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Pumaman on Sat 21/06/2008 17:39:25

Title: AGS 3.0.2 SP1 now available!
Post by: Pumaman on Sat 21/06/2008 17:39:25
The first day of summer brings you an all-new release of AGS!

Changes in 3.0.2 Service Pack 1:

* Editor now gives friendlier error message if a hotspot description is too long
* Fix to workaround .NET error importing a portion of a sprite
* Fixed editor allowing you to name a gui or character such that its legacy macro name led to a compile error (eg. "gGui" or "cGui")
* Fixed No Transparency sprite import not working properly if the sprite colour depth had to be converted

Changes since 3.0.1 are as follows:

* Added Global Variables pane to editor, to allow you to easily declare global variables for the script instead of having to do all the import/export rubbish
* Added script functions Dialog.GetOptionText, Dialog.DisplayOptions, Dialog.OptionCount, Game.DialogCount, DynamicSprite.CreateFromDrawingSurface
* Added plugin API functions IsRunningUnderDebugger, BreakIntoDebugger and GetPathToFileInCompiledFolder
* Added editor plugin API methods ShowSpriteSelector, SetStatusBarText, Game.Sprites, CreateNewSprite, ChangeSpriteImage, GetSpriteUsageReport, DeleteSprite
* Improved responsiveness of room Edges editor under Windows Vista
* Improved look of various dialogs when run at 120 DPI
* Improved parsing of function list in script editor when the script contains comments and strings
* Editor now makes sure that you don't name a View the same as a character
* When importing alpha channel images, alpha-transparent pixels are now recognised as transparent pixels
* New GUI alpha channel method (in General Settings) to allow more intuitive rendering of alpha channels on GUI controls
* Alpha-transparent background and borders are now supported for textwindow GUIs
* Added option to put sprite and sound files under source control
* Modified source control integration not to check in the username, which was happening in some cases
* Updated to v1.6.0 of Verb Coin template (thanks Electroshokker!)
* Room editor now shows "?" for mouse position when the cursor is outside the room area
* Improved editor behaviour on startup if registry entries have been corrupted
* Fixed demo game not compiling
* Fixed editor error loading games if your regional settings had a space in the short date format
* Fixed excluded room files still being compiled into the game EXE
* Fixed potential managed object pool corruption if you used SayBackground a lot
* Fixed some TTF fonts being incorrectly positioned in the editor GUI previewer
* Fixed hotspot sometimes getting corrupted when importing a new background
* Fixed exported GUIs not having the sprite resolutions exported correctly
* Fixed line and rectangle tools sometimes being slightly out from where the area actually appeared
* Fixed alpha channel not working on graphical Overlays
* Fixed 8-bit rooms from 2.72 not being displayed correctly in the editor if they used gamewide colours
* Fixed DrawingSurface.GetPixel sometimes returning invalid values in 32-bit games
* Fixed translation file generation failing if a script included a speech mark inside quotes ('"')
* Fixed Game.TranslationFilename property returning a path when the game is run under the debugger
* Fixed crash if you tried to crop edges on a completely transparent sprite
* Fixed Mouse.ChangeModeView crashing if you passed a View of -1
* Fixed Voice Actor Script generation giving error if you used "Narrator" (with a capital N) in a dialog script
* Fixed speech.vox being generated even if you had no speech
* Fixed transparency being lost when importing an 8-bit character into a hi-colour game
* Fixed the last imported image file being locked by the editor
* Fixed template generation failing if the template had speech or translations
* Fixed template generation saying it was successful even when it failed
* Fixed Create New Game not putting music/sound files in the sub-folders
* Fixed dynamic arrays not working if you had Left-to-right Precedence turned off
* Fixed view preview not flipping frames if they were being scaled down
* Fixed view preview not being updated if you changed the currently displayed sprite's Flipped setting
* Fixed script editor function list not including extender functions
* Fixed editor crash if you deleted a GUI control whilst in the middle of dragging it around
* Fixed editor crash if you deleted the Compiled folder while it was running
* Fixed editor crash if you selected a whole line of script and then pressed F1
* Fixed error generating voice acting script if there was a player.Say line in the script with no indentation
* Fixed crash in sprite import window when zooming out and in of the bottom right corner
* Fixed intermittent error after closing game when using debugger

Get it from the download page on the website:
http://www.adventuregamestudio.co.uk/acdload.htm
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Sat 21/06/2008 17:49:37
Quote from: Pumaman on Sat 21/06/2008 17:39:25
* Room editor now shows "?" for mouse position when the cursor is outside the room area

I'm a bit unsure how I'll cope with this Nevermind, it works differently than I imagined. Silly me.

Looks great :)
Title: Re: AGS 3.0.2 now available!
Post by: Ponch on Sun 22/06/2008 02:00:46
Quote from: Pumaman on Sat 21/06/2008 17:39:25
* Added Global Variables pane to editor, to allow you to easily declare global variables for the script instead of having to do all the import/export rubbish

Oh, thank God! My prayers have been answered at long last! Seriously, I could organize a (most likely rather disappointing)religion around you right now for that little feature! Thanks CJ.

- Ponch
Title: Re: AGS 3.0.2 now available!
Post by: TwinMoon on Sun 22/06/2008 09:41:25
Quote from: Pumaman on Sat 21/06/2008 17:39:25* Fixed the last imported image file being locked by the editor

Because of how I work, this has been a constant nuisance. Thanks for fixing it!
Title: Re: AGS 3.0.2 now available!
Post by: Dualnames on Sun 22/06/2008 10:22:13
I would love to post this. I don't know if it's a bug of AGS or the audio editor plugin. But anyway, when AGS is open and i add or remove sounds on the sounds dir of the currently open game the editor crashes.
Title: Re: AGS 3.0.2 now available!
Post by: Inkoddi on Sun 22/06/2008 15:05:25
This is more of an issue with the installer than the editor itself, but the demo game does not install inside the specified AGS directory, but rather in C:\ProgramData\ which is a system folder and hidden by default in Vista.

Maybe this only happens for me, but it did cause a few WTFs.
Title: Re: AGS 3.0.2 now available!
Post by: Dualnames on Mon 23/06/2008 10:55:31
I just thought you might wanna know about it. I imported fully transparent image. And i used it as an object. Well, AGS considered certain object as not clickable, and only by changing its image to sth non fully ftransparent could make it clickable. This used to not exist in previous versions, I think. Or probably I didn't notice. Why not make it clickable and if the scripter wishes he could make it non-clickable.
Title: Re: AGS 3.0.2 now available!
Post by: JpSoft on Mon 23/06/2008 12:08:41
Quote* Alpha-transparent background and borders are now supported for textwindow GUIs

I just discovered last night that 3.0.0 do not include it and i were looking for references to see if anyone else has already posted the sugerence  :D

Ready to upgrade...(it minds, ready to check possible troubles upgrading from 3.0.0)

Jp
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Mon 23/06/2008 12:49:05
Quote from: Dualnames on Mon 23/06/2008 10:55:31
I just thought you might wanna know about it. I imported fully transparent image. And i used it as an object. Well, AGS considered certain object as not clickable, and only by changing its image to sth non fully ftransparent could make it clickable. This used to not exist in previous versions, I think. Or probably I didn't notice. Why not make it clickable and if the scripter wishes he could make it non-clickable.

Pixel-perfect click detection at work?
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Mon 23/06/2008 21:08:22

A fairly serious bug was found in 3.0.2 with compiling EXE files, which is now fixed. A new version of the 3.0.2 files has been uploaded. If you downloaded it before now, please download it again (the Check For Updates menu option will tell you if you need the patch).

QuoteI would love to post this. I don't know if it's a bug of AGS or the audio editor plugin. But anyway, when AGS is open and i add or remove sounds on the sounds dir of the currently open game the editor crashes.

Come on man, you know you need to be more specific than that. Any error messages?
It probably is the plugin because the AGS Editor doesn't normally attempt to access the sound files until you compile the game.

QuoteThis is more of an issue with the installer than the editor itself, but the demo game does not install inside the specified AGS directory, but rather in C:\ProgramData\ which is a system folder and hidden by default in Vista.

This was deliberate, because the C:\ProgramData was apparently the right place for installing application data for multiple users. Anyway, I've reverted that in the new 3.0.2 installer so it puts it in the main AGS folder and sets the permissions to allow all users to access it.

QuoteI just thought you might wanna know about it. I imported fully transparent image. And i used it as an object. Well, AGS considered certain object as not clickable, and only by changing its image to sth non fully ftransparent could make it clickable. This used to not exist in previous versions, I think. Or probably I didn't notice. Why not make it clickable and if the scripter wishes he could make it non-clickable.

Ash Ishmael says, are you using pixel-perfect click detection? If so, and the image is fully transparent, you won't be able to click on it.
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Tue 24/06/2008 01:47:46
Ookay... I imported a 2-colour (black and white) standard .bmp file, or tried, zoomed in a bit, set the grab size and clicked to grab... and boom:

QuoteError: Muisti ei riitä.
Version: AGS 3.0.2.42

System.OutOfMemoryException: Muisti ei riitä.
   kohteessa System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)
   kohteessa AGS.Editor.SpriteImportWindow.previewPanel_MouseDown(Object sender, MouseEventArgs e)
   kohteessa System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   kohteessa System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   kohteessa System.Windows.Forms.Control.WndProc(Message& m)
   kohteessa System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Saying "Out of memory". Followed by:

QuoteError: Yleinen virhe GDI+:ssa.
Version: AGS 3.0.2.42

System.Runtime.InteropServices.ExternalException: Yleinen virhe GDI+:ssa.
   kohteessa System.Drawing.Graphics.CheckErrorStatus(Int32 status)
   kohteessa System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height)
   kohteessa AGS.Editor.SpriteImportWindow.previewPanel_Paint(Object sender, PaintEventArgs e)
   kohteessa System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   kohteessa System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   kohteessa System.Windows.Forms.Control.WmPaint(Message& m)
   kohteessa System.Windows.Forms.Control.WndProc(Message& m)
   kohteessa System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Saying "General error in GDI+" and a huge cross on a white background in the sprite grab area.

I doubt AGS and Photoshop have eaten up all my 2GB of RAM already.

I downloaded the small patch you set up earlier, but haven't gotten the all-new 3.0.2 release. Could this be because of that?
Title: Re: AGS 3.0.2 now available!
Post by: Gilbert on Tue 24/06/2008 01:52:20
Hmmm, by 2-colour standard .bmp did you mean it's a 1bpp image, or a 8/24/32bpp one which contains only 2 distinct colours? I'm not sure but I think 1bpp images were never supported. Rewarding with a crash is definitely something that should be fixed though.
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Tue 24/06/2008 01:57:06
Oh, sorry, I was a bit unclear. It's whatever MSPaint saves in, 24bpp I think, but with only 2 distinct colours in it.

And the funny thing is, AGS didn't close down or anything, it just gave the errors repeatedly when trying to import the sprite. Also, downloading .43 didn't change a thing. Using the "grab whole image" button works OK, but selecting an area and trying to grab that doesn't.
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Tue 24/06/2008 18:50:48
Quote from: Ishmael on Tue 24/06/2008 01:47:46
Ookay... I imported a 2-colour (black and white) standard .bmp file, or tried, zoomed in a bit, set the grab size and clicked to grab... and boom:

Error: Muisti ei riitä.
Version: AGS 3.0.2.42

System.OutOfMemoryException: Muisti ei riitä.
   kohteessa System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)

I've had this happen occasionally since 3.0 when importing a portion of a sprite image, it seems to be a bug in the .NET Framework. I don't think it's specific to 3.0.2 -- however, it is something that I should try and work around because it is very annoying when it happens.
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Wed 25/06/2008 03:01:09
Ah, ok. Good to know. Thanks.
Title: Re: AGS 3.0.2 now available!
Post by: JpSoft on Wed 25/06/2008 10:36:04
Looks like i cant modify global variables created in the global variables panel though my modules. Its a bug? maybe its how it is suppossed to work? (global variables only works with global script and rooms?) or im doing something wrong?

Jp
Title: Re: AGS 3.0.2 now available!
Post by: TwinMoon on Wed 25/06/2008 11:15:53
(I'm using the latest version of AGS)

When I type the NAME the variable has in the Global Variables Panel in a module, it is shown in the dropdown menu.

You're not using SetGlobalInt?
Title: Re: AGS 3.0.2 now available!
Post by: VK Dan on Wed 25/06/2008 21:08:11
Itty bitty scaling bug with the new Global Variables editor. When I resize the editor horizontally, the Global Variables pane doesn't resize with it. Here's a screenshot (http://img209.imageshack.us/img209/5394/agsscalinghm1.png) showing what I mean. Notice the blank space to the right of the editing pane.
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Wed 25/06/2008 21:42:18
Quote from: JpSoft on Wed 25/06/2008 10:36:04
Looks like i cant modify global variables created in the global variables panel though my modules. Its a bug? maybe its how it is suppossed to work? (global variables only works with global script and rooms?) or I'm doing something wrong?

It should work, what error are you getting? What are you trying to do? Can you post the script code you're trying to use?

QuoteItty bitty scaling bug with the new Global Variables editor. When I resize the editor horizontally, the Global Variables pane doesn't resize with it. Here's a screenshot showing what I mean. Notice the blank space to the right of the editing pane.

That's not really a bug, the same happens with the Text Parser editor. It doesn't stretch to the window size because it would look a bit silly if you maximized the editor at 1280x1024 and the list box stretched across the whole screen.
Title: Re: AGS 3.0.2 now available!
Post by: Play_Pretend on Thu 26/06/2008 13:08:33
BUG:  Possibly...I tried using the Voice acting line generator again, and my VoiceSpeech.TXT file was completely empty except for:

*** All text lines, in order of appearance in the scripts ***

Am I misunderstanding this?  Is it not supposed to export all dialogues, Say and Display commands?
Title: Re: AGS 3.0.2 now available!
Post by: JpSoft on Thu 26/06/2008 15:38:58
Quote from: Pumaman on Wed 25/06/2008 21:42:18
Quote from: JpSoft on Wed 25/06/2008 10:36:04
Looks like i cant modify global variables created in the global variables panel though my modules. Its a bug? maybe its how it is suppossed to work? (global variables only works with global script and rooms?) or I'm doing something wrong?

It should work, what error are you getting? What are you trying to do? Can you post the script code you're trying to use?

Im really sorry. It was my fault. I added the Global Variables when i downloaded the first 3.0.2 version, but i continue working with the 3.0 when i read about the problems the first release had. Now working with the new 3.0.2 and until now everything works ok (i just needed change the #DEFINE words in the script)

Also, i noticed that now the engine compile my exe file with a new name. I mind, until now my EXE file was called "rcombat.exe" since i choosed this name at the very begining project, but the general settings have "AGSWars" as game name. Now, wheni compile the project, the new file created is "agswars.exe". Since i did not read nothing about this in the changes file, i posted it in case nobody else noticed that.

Jp
Title: Re: AGS 3.0.2 now available!
Post by: GarageGothic on Thu 26/06/2008 16:27:30
Did you change the name of the project folder? At least for me, the name of the compiled .exe will be the same name as that of the game's project folder (which also means that the warning when creating a new game that "You can't change this later on" is sort of bullshit, you just can't do it from within AGS).
Title: Re: AGS 3.0.2 now available!
Post by: JpSoft on Thu 26/06/2008 17:26:12
I really formated the drive C (dont know if this is important) but all my data were in drive D (including AGS 3.0) Also, the folder name changed from "Rcombat" to "AGS Wars Source Code". As for me, im happy with this new result, since im happy to be able to change the main exe name :)

jp
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Thu 26/06/2008 20:59:37
Quote from: Strange Visitor on Thu 26/06/2008 13:08:33
BUG:  Possibly...I tried using the Voice acting line generator again, and my VoiceSpeech.TXT file was completely empty except for:

*** All text lines, in order of appearance in the scripts ***

Am I misunderstanding this?  Is it not supposed to export all dialogues, Say and Display commands?

Have you actually numbered the voice speech lines (ie. run a Auto Number Speech Lines or done it manually?)
Title: Re: AGS 3.0.2 now available!
Post by: Shane 'ProgZmax' Stevens on Fri 27/06/2008 07:32:00
The issue with importing 8-bit sprites and losing colors with the same rgb value as the 'transparent' index used for drawing the images persists, CJ.  I'm just reporting it again because I thought it was fixed but I've had it happen again.  Basically, if I use index 0 as my transparent color and it happens to be black, some of the time when I import a sprite, if it has 'any' black color in it, regardless of which index I used to apply it, it is treated as index 0 and made transparent.  I'd really like to see this fixed, but since it no longer seems to happen regularly I'm not sure if sending you sprites will help. 
Title: Re: AGS 3.0.2 now available!
Post by: Dualnames on Fri 27/06/2008 10:28:25
Long time no answer. Yes I'm using pixel-perfect, I just wasn't aware that AGS did that. Thanks Chris. Sorry for that noobie-kind-of question of me.
Title: Re: AGS 3.0.2 now available!
Post by: Play_Pretend on Fri 27/06/2008 14:33:50
Ohhhhhhhh, okay!  ;D  I didn't realize I had to auto-number them first.  I ran that, then the Voice Actor tool, and that time it worked perfectly.  Sweet deal!

I also tried clicking the Remove all numbers for above characters option at first, because I thought it meant it would remove any old numbering, then replace it with the all new numbering.  Of course, nothing appeared to happen, so I still thought it was broken. :)

Wow...over 30,000 words in my game so far, and I'm not even close to halfway done yet. :)
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Fri 27/06/2008 18:53:28
Quote from: ProgZmax on Fri 27/06/2008 07:32:00
The issue with importing 8-bit sprites and losing colors with the same rgb value as the 'transparent' index used for drawing the images persists, CJ.  I'm just reporting it again because I thought it was fixed but I've had it happen again.  Basically, if I use index 0 as my transparent color and it happens to be black, some of the time when I import a sprite, if it has 'any' black color in it, regardless of which index I used to apply it, it is treated as index 0 and made transparent.  I'd really like to see this fixed, but since it no longer seems to happen regularly I'm not sure if sending you sprites will help. 

Hmm, do you have an image file where this happens consistently?
Title: Re: AGS 3.0.2 now available!
Post by: naltimari on Fri 27/06/2008 21:12:35
When I try to run 640x480 games full-screen in D3D mode I get:

Quote
There was a problem initializing graphics mode 640x400 (32-bit)
(Problem: 'Failed to create Direct3D Device: 0x8876086C')
Try to correct the problem, or seek help from the AGS homepage.

Possible causes:
* your graphics card drivers do not support this resolution. Run the game setup program and try the other resolution.
* the graphics filter you have selected does not work. Try another filter.

Notice that the error message states that it could not use 640x400, not 640x480. Strange isnt it?

If I switch the game resolution to 320x240, I get a similar error, saying that it could not use '320x200' resolution.

I used to be able to run 640x480 in D3D in previous AGS versions, so I posted this.
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Fri 27/06/2008 23:30:02
Make sure that the Letterbox Mode checkbox is ticked in the setup program. The D3D driver hasn't changed in 3.0.2 so there shouldn't be any differences in how it behaves to the previous version.
Title: Re: AGS 3.0.2 now available!
Post by: naltimari on Sat 28/06/2008 02:17:47
Quote from: Pumaman on Fri 27/06/2008 23:30:02
Make sure that the Letterbox Mode checkbox is ticked in the setup program. The D3D driver hasn't changed in 3.0.2 so there shouldn't be any differences in how it behaves to the previous version.

I'm sure, because letterbox mode (or, 'force alternate letterbox resolution') is greyed out on winsetup.exe, so i couldn't have turned it 'off'.

As a matter of fact,  I tried to start a new game using the default template, and it didn't work too, fullscreen or windowed (same error message).
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Sat 28/06/2008 03:11:52
Sounds like display driver problems to me, if it indeed has worked before and the D3D renderer hasn't changed.
Title: Re: AGS 3.0.2 now available!
Post by: Shane 'ProgZmax' Stevens on Sat 28/06/2008 07:22:02
QuoteHmm, do you have an image file where this happens consistently?

Unfortunately no.  The sprites I had problems with I just modified by using a color for the background that the sprite didn't use.  If it happens again I'll save a copy of the gif, but again, it doesn't seem to happen all the time now :(.
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Sat 28/06/2008 13:20:06
Quote from: naltimari on Sat 28/06/2008 02:17:47
I'm sure, because letterbox mode (or, 'force alternate letterbox resolution') is greyed out on winsetup.exe, so i couldn't have turned it 'off'.

As a matter of fact,  I tried to start a new game using the default template, and it didn't work too, fullscreen or windowed (same error message).

Would you be able to try starting a new game with 3.0.1 as well just to confirm whether the problem is related to 3.0.2 or not?
Title: Re: AGS 3.0.2 now available!
Post by: zabnat on Sat 28/06/2008 14:20:58
Is there no support for external script editor anymore? The built in one drives me grazy with its autoindent. Wouldn't it be possible for ags to monitor the script files, and if they are altered then reload them? This is what my text editor does.
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Sat 28/06/2008 18:13:40
Yeah, that's certainly a possibility for a future version.
Title: Re: AGS 3.0.2 now available!
Post by: Ishmael on Sun 29/06/2008 22:31:59
Speaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents? Thanks to OROW my My Documents is just plain mess :(
Title: Re: AGS 3.0.2 now available!
Post by: Makeout Patrol on Sun 29/06/2008 23:25:03
Quote from: Ishmael on Sun 29/06/2008 22:31:59
Speaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents? Thanks to OROW my My Documents is just plain mess :(

I agree with this, it would be absolutely fantastic if AGS put savegame folders inside the game folders or even just the My Games folder or something like that.
Title: Re: AGS 3.0.2 now available!
Post by: on Tue 01/07/2008 22:46:02
That's what I get *each* time I try to import a sprite... A bug? I am using XP 2nd edition, have Net 2.0 installed and am using the installer version of 3.0.2... I get a blank window with a red cross, and this error message.

Quote
Error: Out of memory.
Version: AGS 3.0.2.43

System.OutOfMemoryException: Out of memory.
   at System.Drawing.Bitmap.Clone(Rectangle rect, PixelFormat format)
   at AGS.Editor.SpriteImportWindow.previewPanel_MouseDown(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: AGS 3.0.2 now available!
Post by: Pumaman on Tue 01/07/2008 22:52:53
Have you tried Service Pack 1 (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34956.0)?
Title: Re: AGS 3.0.2 now available!
Post by: on Tue 01/07/2008 23:34:31
Um, no... but now I have, and it works perfectly. Thank you, CJ- life saver!
Title: Re: AGS 3.0.2 Service Pack 1 for testing
Post by: SSH on Wed 02/07/2008 15:25:05
Not really SP1-specifc, perhaps, but:


  import static function Inc(String name, int max=2147483647);


gives:

Quote
Failed to save room room1.crm; details below
UltraVariables.ash(178): Error (line 178): default parameter out of range

EDIT:
Trial and error shows that the limit for a default parameter is 32000... very odd!

The data types part of the help file says that is maxint... is that wrong?

(N.B. it would be nice if MAXINT was defined along with other constants like limits.h has)
Title: Re: AGS 3.0.2 Service Pack 1 for testing
Post by: AJA on Thu 03/07/2008 14:30:11
I found something weird in the latest release (haven't tried SP1) when I was making my OROW game.

Every now and then the inventory hotspot marker settings would revert back to "no marker" (every item) when I had already set all of them to "use sprite slot". The hotspot position stayed where I had set it.

All I know is that sometimes when I tested the game, the markers had disappeared and then I checked the item settings which had changed on their own. Actually, now that I've opened the game project, the markers have changed to "no marker" again.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Pumaman on Fri 04/07/2008 18:53:59
QuoteSpeaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents?

Yeah, I can appreciate this. I'm not sure if there is a standard name in XP, but it could create the folders as sub-folders under My Documents\My Saved Games or something.

QuoteFailed to save room room1.crm; details below
UltraVariables.ash(178): Error (line 178): default parameter out of range

Trial and error shows that the limit for a default parameter is 32000... very odd!

Default values for parameters are stored by the compiler as 16-bit ints, therefore they're limited to 32000. This isn't documented because default parameters themselves are an undocumented feature ;)

QuoteEvery now and then the inventory hotspot marker settings would revert back to "no marker" (every item) when I had already set all of them to "use sprite slot". The hotspot position stayed where I had set it.

Hmm, did you have more than one inventory item pane open at the time? The problem is that the hotspot marker is a single game-wide setting, but is reflected in each individual inventory item editor. I really need to change the way this works because it's quite confusing.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: AJA on Sat 05/07/2008 16:31:51
Quote from: Pumaman on Fri 04/07/2008 18:53:59Hmm, did you have more than one inventory item pane open at the time?

Maybe... So, the marker settings are saved when the pane is closed? I always changed them back to using a sprite individually (so every item pane was open in the end). But I never changed the settings to "no marker" for any of the items.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: SSH on Sat 05/07/2008 17:21:03
Quote from: Pumaman on Fri 04/07/2008 18:53:59
Default values for parameters are stored by the compiler as 16-bit ints, therefore they're limited to 32000.

The manual says shorts go from -32768 to 32767, is it wrong?
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Lt. Smash on Sat 05/07/2008 18:15:16
Quote from: SSH on Sat 05/07/2008 17:21:03
Quote from: Pumaman on Fri 04/07/2008 18:53:59
Default values for parameters are stored by the compiler as 16-bit ints, therefore they're limited to 32000.

The manual says shorts go from -32768 to 32767, is it wrong?
no this shouldn't be wrong.

normally shorts go from -32768 to 32767. (cause (â€"2^15) to (2^15 â€" 1))
integers from -2147483648 to 2147483647. (cause (â€"2^31) to (2^31 â€" 1))
Title: Re: AGS 3.0.2 SP1 now available!
Post by: SSH on Sat 05/07/2008 19:30:46
Quote from: Lt. Smash on Sat 05/07/2008 18:15:16
no this shouldn't be wrong.

I know it shouldn't be wrong, but the limit I described of 32000 implies it is
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Pumaman on Sat 05/07/2008 19:41:51
Quote from: AJA on Sat 05/07/2008 16:31:51
Maybe... So, the marker settings are saved when the pane is closed? I always changed them back to using a sprite individually (so every item pane was open in the end). But I never changed the settings to "no marker" for any of the items.

The best way to make sure is to quit the editor, load it up again, open a single inventory item and make your changes there. Then save the game and quit, load it again, and it should be applied to all inventory items. As I say, I need to improve the interface for this because it's pretty rubbish at the moment.

QuoteThe manual says shorts go from -32768 to 32767, is it wrong?

Shorts do indeed go from -32768 to 32767, it's just a quirk of the script compiler that limits default parameter values to 32000.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: GarageGothic on Sat 05/07/2008 19:58:45
I think I found a bug. It seems that if you make an object invisible before or right after changing its graphic, its sprite will not actually update. It's difficult to explain, but here's an example:

if (jigsaw_shadowobject != null) {
  jigsaw_shadowobject.Graphic = 0;
  if (jigsaw_shadowsprite != null) jigsaw_shadowsprite.Delete();  //uncommenting this will make the object's dynamicsprite not update for some reason
  jigsaw_shadowobject.Visible = false;
  }


This code is supposed to change the graphic of an object (jigsaw_shadowobject) from a DynamicSprite (jigsaw_shadowsprite) to sprite 0 (other sprite numbers give same result, so it's not a 256 color issue), then delete the DynamicSprite and hide the object. However, the next time I create the DynamicSprite  from a different existing sprite, it shows the same graphic as the previously deleted sprite (if I don't delete the sprite, on the other hand, it updates properly). I'm guessing that the object somehow still "owns" the sprite, so it doesn't get deleted, but shouldn't that give an error message?

If I comment out "jigsaw_shadowobject.Visible = false;", everything works as intended, except for jigsaw_shadowobject being visible of course. Can easily be fixed by moving it off-screen, but still the behaviour seems weird.

Edit: The new DynamicSprite IS created properly - I've verified this by drawing it to the background. It's only the Object.Graphic that doesn't actually update to the new version of the sprite when setting "jigsaw_shadowobject.Graphic = jigsaw_shadowsprite.Graphic;". Could this be related to the bug where GUIs using DynamicSprites as graphics didn't update properly?

Edit 2: Inserting a "Wait(1);" before turning the sprite invisible prevents the problem, so it seems only to happen if the sprite is deleted and the object turned invisible during the same loop.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Pumaman on Sat 05/07/2008 23:25:19
Hehe well spotted, that could happen if you did things in that order. It should be fixed in 3.0.3 beta 1.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Ishmael on Sun 06/07/2008 17:46:55
Quote from: Pumaman on Fri 04/07/2008 18:53:59
QuoteSpeaking of future versions, would it be possible to have AGS put the savegame folders under My Documents\My Games\ on XP instead of My Documents?

Yeah, I can appreciate this. I'm not sure if there is a standard name in XP, but it could create the folders as sub-folders under My Documents\My Saved Games or something.

I don't know about its standard-ness, but a lot of commercial games put their save files and other stuff under My Games.
Title: Re: AGS 3.0.2 SP1 now available!
Post by: SSH on Mon 07/07/2008 12:57:31
(as seen here:  http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26306.msg458681#msg458681)

If you have your speech style set to SierraWithBackground, Text Overlays seem to acquire a white background. Looks like an AGS bug to me...
Title: Re: AGS 3.0.2 SP1 now available!
Post by: Pumaman on Mon 07/07/2008 20:10:07
QuoteIf you have your speech style set to SierraWithBackground, Text Overlays seem to acquire a white background. Looks like an AGS bug to me...

I'm struggling to remember if this is a bug or by design, but the manual does say "A screen overlay looks identical to the way speech text is displayed in conversations" which seems to imply that it's by design. At least, as far as I can tell it has always worked this way.

You won't always get a white background -- you should get the speech text window drawn around the text (but this will just be white if a text window isn't set).

So I think in conclusion this isn't a bug, but I have to admit I'd forgotten that it worked this way too!
Title: Re: AGS 3.0.2 SP1 now available!
Post by: SSH on Mon 07/07/2008 21:18:20
Would it be possible to have a future feature of it optionally working the same way as it does in every other mode, please?

If I change the Speech Style just before I create the overlay, then change back after its created but before I get rid of the overlay, will the overlay look how I want (i.e. without BG?)

EDIT 2:

This isn't possible, because there's a SetSpeechStyle, but no GetSpeechStyle :(