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AGS Support => Advanced Technical Forum => Topic started by: Pumaman on 03 Feb 2009, 20:07

Title: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 03 Feb 2009, 20:07
On the Great Snow Day of 2009, it gives me great pleasure to announce the release of AGS 3.1.2.

Changes in SP1:
* The Editor will now not allow you to open the same game in two different copies of the editor
* Fixed translations and [ tag not working on GUIs (regression from 3.1.1)
* Fixed crash with custom dialog options if you saved the game before running any dialogs
* Fixed editor crash with tiled sprite import if you dragged out an invisible selection area
* Fixed editor crash if the Game.agf.user file was read-only
* Fixed auto-number speech lines to not number "..." lines
* Fixed TintScreen not working properly in some situations with DX5 driver


Changes since 3.1.1 are as follows:

* Added support for using Transparency properties with alpha-channel sprites
* Added inventory item CursorImage property to allow you to set a different image for the mouse cursor to the inventory window
* Added F4 hotkey to jump straight to the Events grid to edit interactions
* Editor now remembers which item in the property grid was selected as you switch between tabs
* Added Character.SpeechAnimationDelay property which replaces the old game.talkanim_speed setting and also works with Sierra-style speech. A new General Settings option is provided to enable/disable backwards compatibility.
* Added Game.TextReadingSpeed and Game.MinimumTextDisplayTime properties; obsoleted game.text_speed
* Added plugin API event AGS_EngineInitGfx and methods GetDirectInputKeyboard, GetDirectInputMouse and ReplaceFontRenderer.
* Added Error Reporting feature to editor, to send error information to AGS website if the editor crashes
* Added eKey* enum for use with on_key_press and IsKeyPressed, to make script more readable
* Added Show Start Page option to Help menu to allow you to access Tips if you have the start page disabled at startup
* When changing the game resolution, the editor will now offer to automatically resize all your GUIs to compensate.
* Improved performance of Theora video playing
* Templates are now stored in a "Templates" sub-folder to satisfy Vista permissions
* "Letterbox Mode" option in General Settings is now only shown if the game resolution is 320x200 or 640x400
* Moved the character SpeechColor property from the Movement to the Appearance section in the editor, where it belongs!
* Moved the "You are currently using the eraser" tooltip further away from the cursor  so it doesn't obscure what you're doing
* Improved rendering of View Editor at 120 DPI
* DynamicSprite.Resize now won't allow new image to be over 25 MB to help spot mistakes in size calculations
* Mouse.ChangeModeGraphic now won't allow you to change the graphic of the Inventory  cursor if "Use selected inventory graphic for cursor" is enabled
* Translations are now automatically recompiled if you change the game name, to ensure that they still work
* Made some stability improvements to how the editor handles the sprite file
* Improved the editor error message if the game folder had unicode characters in it
* Fixed option-off-forever being treated as option-off.
* Fixed compile error if you created a Bool in the Global Variables editor with default value set to upper case "TRUE" or "FALSE"
* Fixed editor crash in Vista creating a new game
* Fixed intermittent editor crash that could occur when shutting down the game
* Fixed ChangeRoomAutoPosition not working properly in hi-res games with hi-res co-ordinates
* Fixed dynamic sprites sometimes being discarded by the sprite cache
* Fixed Vista Game Explorer integration appearing as "Play" in the start menu recent list
* Fixed save games not persisting the walking state of the highest-numbered character
* Fixed editor's room area undo buffer not being cleared when a different room was loaded
* Fixed custom dialog options not working properly when using transparent background
* Fixed Dialog.GetOptionText returning original English text when a translation was in use
* Fixed button ClipImage property clipping 1 pixel too many in high-res games
* Fixed PlayVideo not working properly when DX5 graphics filter was in use
* Fixed PlayAmbientSound screwing up audio if it was used on a channel where a normal PlaySound command was still playing
* Fixed DX5 driver problem switching a GUI background graphic from one with to one without an alpha channel
* Fixed DisplayAtY, GUI.SetSize and Mouse.SetPosition not checking Y co-ordinate correctly in 320x240 and 640x480 games when using native co-ordinates
* Fixed colour corruption if you imported an 8-bit sprite into a hi-color game and palette slot 0 of the sprite was not black
* Fixed dialog script compiler bug if you used "this" in a string within a normal scripting command
* Fixed script editor crash if you deleted a block of code, then hovered the mouse over a script variable.
* Fixed GUI button being set to wrong size if you changed its image in the editor to a low-res sprite in a hi-res game
* Fixed game.screenshot_height not allowing 240/480 in games of those resolutions
* Fixed potential crash on fadeout with DX5 Nearest Neighbour filters
* Fixed object positions getting messed up when importing a hi-res game from AGS 2.72
* Fixed editor not allowing you to rename a script to a different capitalization of the same name
* Fixed editor crash if you tried to rename a script file to contain  or :


Get it from the Download page (http://www.adventuregamestudio.co.uk/acdload.htm)!
Title: Re: AGS 3.1.2 now released!
Post by: ALPHATT on 03 Feb 2009, 22:29
I was look forward to this.

Thank you.
D/Ling now. :)
Title: Re: AGS 3.1.2 now released!
Post by: on 03 Feb 2009, 22:50
Hug time!!! There's some neat stuff in the new version, thanks CJ!
Title: Re: AGS 3.1.2 now released!
Post by: Shane 'ProgZmax' Stevens on 04 Feb 2009, 05:42
I know this isn't a high priority, but could you edit your installer package so it gives the option to view the changes.txt file when installation is complete?  :)
Title: Re: AGS 3.1.2 now released!
Post by: Nickydude on 04 Feb 2009, 11:27
Brilliant!
Title: Re: AGS 3.1.2 now released!
Post by: Dataflashsabot on 04 Feb 2009, 11:55
 W00t!!1 :D
Title: Re: AGS 3.1.2 now released!
Post by: Rocco on 04 Feb 2009, 23:14
thanks im looking forward to start a bigger project with this version.  :)
but i had a little problem with the verbcoin GUI.
Dont know if its my fault, but i the Verbcoin GUI doesnt appear on leftclicks.
i changed nothing, only compiled the empty verbcoin template game.
Title: Re: AGS 3.1.2 now released!
Post by: magintz on 05 Feb 2009, 00:14
Nice one Chris, you seem to have been a busy bee.

Quote
* Added inventory item CursorImage property to allow you to set a different image for the mouse cursor to the inventory window

:D Yay
Title: Re: AGS 3.1.2 now released!
Post by: Dualnames on 05 Feb 2009, 14:25
Nice one Chris, you seem to have been a busy bee.

Quote
* Added inventory item CursorImage property to allow you to set a different image for the mouse cursor to the inventory window

:D Yay

Yay, yay. Thanks for that Chris, a real life saver.
Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 05 Feb 2009, 18:24
Glad you guys are enjoying the new version so far!

I know this isn't a high priority, but could you edit your installer package so it gives the option to view the changes.txt file when installation is complete?  :)

It's possible... but since the changelog is included at the top of this thread and will be linked from the website News page, I'm not sure that there's really any point :P

but i had a little problem with the verbcoin GUI.
Dont know if its my fault, but i the Verbcoin GUI doesnt appear on leftclicks.
i changed nothing, only compiled the empty verbcoin template game.

I tried out the verb coin template and it seemed fine. The GUI only appears when you click on something, are you sure you were actually clicking on a hotspot/object/character?
Title: Re: AGS 3.1.2 now released!
Post by: Matti on 05 Feb 2009, 19:05
I'd like to have the possibility to set the delay and image flip with a right-click on the sprite or something similar (back) instead of having to do it via the view's panel. Like it was in the version 2.71 as far as I remember. If you have to flip a whole loop it gets a bit annoying the way it is now..
Title: Re: AGS 3.1.2 now released!
Post by: Khris on 05 Feb 2009, 20:22
Select a frame and press 'f' to flip it.
Title: Re: AGS 3.1.2 now released!
Post by: Matti on 05 Feb 2009, 20:59
Oops, thanks for the info.

But a shortcut for the delay would be nice too. Perhaps pressing "d" and an input box openes or something similar..

But well, I know it's a minor issue...
Title: Re: AGS 3.1.2 now released!
Post by: Rocco on 05 Feb 2009, 21:34
but i had a little problem with the verbcoin GUI.
Dont know if its my fault, but i the Verbcoin GUI doesnt appear on leftclicks.
i changed nothing, only compiled the empty verbcoin template game.

I tried out the verb coin template and it seemed fine. The GUI only appears when you click on something, are you sure you were actually clicking on a hotspot/object/character?


yes, but nothing happens on leftklick regardless if there is a hotspot or not, the only menu which appears is the inventory menu,
but not the actual VC(look, use, say) menu.
here is the untouched compiled.exe - http://www.file-upload.net/download-1433466/Compiled_.zip.html
Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 05 Feb 2009, 21:42
I'd like to have the possibility to set the delay and image flip with a right-click on the sprite or something similar (back) instead of having to do it via the view's panel. Like it was in the version 2.71 as far as I remember. If you have to flip a whole loop it gets a bit annoying the way it is now..

Please post things like this in the Wishlist thread. I'd like to keep this thread clean to feedback and issues relating to the 3.1.2 release.

yes, but nothing happens on leftklick regardless if there is a hotspot or not, the only menu which appears is the inventory menu,
but not the actual VC(look, use, say) menu.
here is the untouched compiled.exe - http://www.file-upload.net/download-1433466/Compiled_.zip.html

I downloaded and ran that EXE, and left-clicking on the skull, Games Factory or AGS Logo all worked and brought up the verb coin GUI fine. Are you sure you're holding the mouse button down for long enough?
Title: Re: AGS 3.1.2 (R2) now released!
Post by: Pumaman on 05 Feb 2009, 22:08
Ok, a quite serious bug was found in 3.1.1, where option-off-forever didn't work in dialogs.

Therefore, I have updated 3.1.2 to include the latest build of the editor, which includes a fix for this plus a couple of other things. The new version is 3.1.2.79, so if you downloaded it before now and have an earlier version then please download it from the new link and make sure everything still works.
Title: Re: AGS 3.1.2 now released!
Post by: Rocco on 05 Feb 2009, 22:53
yes, but nothing happens on leftklick regardless if there is a hotspot or not, the only menu which appears is the inventory menu,
but not the actual VC(look, use, say) menu.
here is the untouched compiled.exe - http://www.file-upload.net/download-1433466/Compiled_.zip.html

I downloaded and ran that EXE, and left-clicking on the skull, Games Factory or AGS Logo all worked and brought up the verb coin GUI fine. Are you sure you're holding the mouse button down for long enough?


Big  thx, your right i didnt holding down long enough, sorry for the unrelated question.  :-[
Maybe i can find a way to speed that up a little bit.
Title: Re: AGS 3.1.2 (R2) now released!
Post by: mikosworld on 06 Feb 2009, 00:14
Thanks for the release :)

Little suggest:
Think to create a resource manager (sounds, videos, vox ...) as the "Media Manager" plugin ...
Title: Re: AGS 3.1.2 (R2) now released!
Post by: rvampire on 06 Feb 2009, 12:28
I think I found a bug. Anamorphic Theora video doesn't play in correct aspect ratio anymore. Worked correctly on 3.1.1. Does not matter if you play with DX5 or DX9, windowed or full screen. I didn't test with filters as the game resolution would have been too high for my screen (doubling 1024x768 gets pretty big    ;D )
Title: Re: AGS 3.1.2 (R2) now released!
Post by: Pumaman on 06 Feb 2009, 18:45
Think to create a resource manager (sounds, videos, vox ...) as the "Media Manager" plugin ...

I'm not really sure what you're asking ... are you asking for the Media Manager to be built into AGS itself?

Quote
I think I found a bug. Anamorphic Theora video doesn't play in correct aspect ratio anymore. Worked correctly on 3.1.1. Does not matter if you play with DX5 or DX9, windowed or full screen. I didn't test with filters as the game resolution would have been too high for my screen (doubling 1024x768 gets pretty big )

What resolution is the video? What are you passing as the FLAGS parameter to PlayVideo?
I tried playing a 320x120 video in a 640x480 game and it seemed to stretch to the correct aspect ratio.
What exactly is happening? Could you post a screenshot?
Title: Re: AGS 3.1.2 (R2) now released!
Post by: InCreator on 07 Feb 2009, 21:34
I'm getting this:

Quote
Error: Object reference not set to an instance of an object.
Version: AGS 3.1.2.79

System.NullReferenceException: Object reference not set to an instance of an object.
   at AGS.Editor.frmMain.FindPropertyGridItem ForType(String fullTypeName)
   at AGS.Editor.frmMain.tabbedDocumentContai ner1_ActiveDocumentChanged(ContentDocument newActiveDocument)
   at AGS.Editor.TabbedDocumentContainer.SetA ctiveDocument(ContentDocument pane, Boolean updatePaneOrder)
   at AGS.Editor.TabbedDocumentContainer.tabs Panel_MouseUp(Object sender, MouseEventArgs e)
   at System.Windows.Forms.Control.OnMouseUp(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(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.ControlNat iveWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

It's really strange, I imported a sprite and assigned to a view, after switching sprite and view tabs, AGS tried to replace the sprite with cup and failed at that too somehow.

Now, whenever I look at sprite editor, this message pops up first always. I deleted problematic sprite, it's not used in any views neither, but message keeps occuring.

I have no clue why. There's also nothing but few sprites, original 2 views and a room in my game.
Title: Re: AGS 3.1.2 (R2) now released!
Post by: Pumaman on 07 Feb 2009, 23:15
I'm getting this:
Error: Object reference not set to an instance of an object.
Version: AGS 3.1.2.79

Yep, this has already been reported here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36804.0

Once I get some feedback from rvampire (or anyone else) to confirm whether there is indeed a problem with Theora aspect ratios or not, I'll release an update to fix it.
Title: Re: AGS 3.1.2 (R2) now released!
Post by: rvampire on 08 Feb 2009, 13:37
Here's the image from 3.1.1 (correct aspect ratio):

(http://students.osao.fi/~b7kujo01/correct.png)

And here's the same video on 3.1.2:

(http://students.osao.fi/~b7kujo01/buggy.png)

The script line that plays the video:

PlayVideo("pool.ogv",eVideoSkipEscKey, 0);

And for testing the video can be found at:

http://students.osao.fi/~b7kujo01/pool.ogv (http://students.osao.fi/~b7kujo01/pool.ogv) (Its about 6 Mb)

I hope this is helpful!
Title: Re: AGS 3.1.2 (R2) now released!
Post by: Pumaman on 08 Feb 2009, 14:01
Thanks for posting the details.

Looking at this further, it actually seems like it was a bug in 3.1.1, and 3.1.2 is now behaving correctly.

The video file is 720x576 -- so if you pass the FLAGS in as 0 it should play in a 720x576-sized box in the middle of the screen. This is what is happening in your second screenshot.

If you pass the FLAGS in as 1, it should stretch to full-screen with letterbox borders.

It looks like there was a bug in 3.1.1 where it was stretching the video even when you didn't ask it to. Change the 0 to 1 and it should play correctly for you. Please let me know if this sorts out the problem.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Pumaman on 08 Feb 2009, 14:36
I'm getting this:
Error: Object reference not set to an instance of an object.
Version: AGS 3.1.2.79

Ok, a new build has been uploaded (this is now version 3.1.2.80). Hopefully this is the final, final release of 3.1.2 and I'm not intending to make any further changes unless a very serious problem is found.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Shane 'ProgZmax' Stevens on 08 Feb 2009, 16:34
Backwards compatibility for games made with 3.1 (before the dialog scripting change) still has some problems.

If the return/stop command is called inside a dialog script that has one or more calls to the dialog_request function it generates a warning that the return/stop will be ignored (which isn't desirable):
Quote
The command 'return' will be ignored since the script for this option has already finished
Quote
The command 'stop' will be ignored since the script for this option has already finished

If a dialog_request call is made it generates the following error:

Quote
Error (line 2497): Variable 'dialog_request' is already defined

While I understand that the new method of making dialogs is superior, I think backwards compatibility for importing purposes should still hold, right?
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Pumaman on 08 Feb 2009, 23:07
If the return/stop command is called inside a dialog script that has one or more calls to the dialog_request function it generates a warning that the return/stop will be ignored (which isn't desirable):

I'm not sure what you mean. I tried a run-script followed by a return, but it didn't generate any warnings for me.

Quote
If a dialog_request call is made it generates the following error:
Error (line 2497): Variable 'dialog_request' is already defined

Again, I'm not sure what you mean here. Can you post a sample script that causes these problems?
Title: Re: AGS 3.1.2 (R2) now released!
Post by: rvampire on 09 Feb 2009, 06:42
The video file is 720x576 -- so if you pass the FLAGS in as 0 it should play in a 720x576-sized box in the middle of the screen. This is what is happening in your second screenshot.

If you pass the FLAGS in as 1, it should stretch to full-screen with letterbox borders.

It looks like there was a bug in 3.1.1 where it was stretching the video even when you didn't ask it to. Change the 0 to 1 and it should play correctly for you. Please let me know if this sorts out the problem.


Yes, it works correctly now. Thank you! Though shouldn't the engine play the video at right shape regardless of flags? The pixel aspect ratio on that file is not 1:1 (they're not square pixels like the rest of the graphics) but rather closer to 1:1.78 (like in wide-screen DVD). So even with no resizing it still should be stretched to 1024x576, or have I understood something wrong?
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Shane 'ProgZmax' Stevens on 09 Feb 2009, 07:03
It's the function call itself that generated that Variable 'dialog_request' error.  The game I imported was built in ags 3.0 without warnings or errors, and when I imported it into this version that error (and the warnings) occurred.  

I think the problem is as follows:

Earlier versions of ags (including 3.0) allowed you to create the dialog_request function yourself (along with the name of the integer you were passing) so my call looked like this in 3.0:

Code: [Select]
int dialog_request(int value)
{

}

However, it seems that the newer ags doesn't recognize this call and insists it has already been created.  Oddly enough, I sort of confirmed this by commenting out my dialog_request and recompiling, which creates the following at the bottom of my Globalscript.asc (you can only see it if you close and reopen the script):

Code: [Select]
int dialog_request(int param){
}

If I delete this auto-generated version and un-comment mine I get the same error.  I must stress that this happens every time.  It simply refuses to recognize my dialog_request function even if I change 'int value' to 'int param' so they are identical.  The solution seems to be (for now) to comment out any pre-existing dialog_request function, compile, then move all data to the one generated at the bottom of the globalscript (though I think we'll agree this should be changed?).  I've quadruple checked my code (which compiles fine under ags 3.0) and sure enough, if I have a pre-existing dialog_request call it will generate this error every time.  If I comment it out, for some reason ags generates a dialog_request function at the bottom of globalscript which can be used.


As for the warnings, I found the source of that problem.  In earlier releases, AGS did not generate a warning if you used a goto command before return or stop (I use return and stop just to bracket out lines in dialogs for safety and to be consistent) and now it generates warnings.  Commenting them out seems to take care of that particular issue.




Edit:  I've also confirmed that this issue does not occur with games made with 3.1.  I commented out the empty dialog_request call at the bottom of one of my new games, compiled, and re-added it to the top with some random junk in it and it compiled fine.  I'm sending you my imported game (the one with the problem) so you can see what's going on.

Title: Re: AGS 3.1.2 (R3) now released!
Post by: mikosworld on 09 Feb 2009, 13:39
>>I'm not really sure what you're asking ... are you asking for the Media Manager to be built into AGS itself?
Yes Pumaman, Media Manager Module like, to better manage the resources ...
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Pumaman on 09 Feb 2009, 23:48
Yes, it works correctly now. Thank you! Though shouldn't the engine play the video at right shape regardless of flags? The pixel aspect ratio on that file is not 1:1 (they're not square pixels like the rest of the graphics) but rather closer to 1:1.78 (like in wide-screen DVD). So even with no resizing it still should be stretched to 1024x576, or have I understood something wrong?

AGS doesn't really deal in aspect ratios, just in pixels. So because the video is 720x576, it will just treat them as square pixels, because it currently doesn't have any concept of non-square pixels.

Quote
Earlier versions of ags (including 3.0) allowed you to create the dialog_request function yourself (along with the name of the integer you were passing) so my call looked like this in 3.0:

int dialog_request(int value)
{

}

Ah, this is because you've used "int". It should be "function", like this:

function dialog_request(int value)
{
}

The 3.1.1 editor checks if there is a "function dialog_request" in the script, and if not adds an empty one automatically. Because you used "int", this check fails and it adds a duplicate, empty function leading to the error.

Just change "int" to "function" and that will fix it.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Shane 'ProgZmax' Stevens on 10 Feb 2009, 07:28
You're right, obviously.  Don't know why I didn't see that before!

I still think this is bound to cause trouble for people importing from earlier versions, though (as it did for me).
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Gilbert on 10 Feb 2009, 08:33
Well, CJ, this reminds us of one thing, that we should be more careful when answering people's problems.

Often times, when people asked about how to handle return types different from 'int' we will answer like this:

When you want to have a function return a, say, 'float' variable, we just need to substitute the word 'function' by 'float', so it will read "float blah(){ ..." and this function blah() will have return type 'float'.
As the default return type for a function is 'int', defining a function with "function bla(){ ..." is actually the same thing as writing "int blah(){...", blah bla bla

I thought this will be easier for people to understand (as otherwise they can easily be misled to writing something like "float function(){ ..." that some language structures adopt) and writing "int blah(){ ..." should be safe for functions that are only handled by the script interpreter (i.e. all user custom-defined functions)
Sometimes, when there are many functions with different return types involved we may want to change all instances of 'function' to 'int' so that we can see more clearly what return type each function uses. We see now that abusing the interchangeability of 'int' and 'function' in this way may cause troubles, that if we carelessly change 'function' to 'int' for events that are handled by the editor we may get an error that is hard to track.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: SSH on 10 Feb 2009, 10:41
Well, the non-urgent fix is that perhaps the compiler should check for function dialog_request OR int dialog_request in the next version of AGS, but I think its not necessary for there to be a 3.1.2R4, really.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Electroshokker on 10 Feb 2009, 16:25
Just a (minor) bug I found, the StopMusic() command is no longer working. (The music continues to play happily)

Using the StopChannel(0); command as a workaround does function, though.

Using AGS 3.1.2 (R3), dunno if the bug was introduced earlier.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Pumaman on 10 Feb 2009, 22:23
Quote
I still think this is bound to cause trouble for people importing from earlier versions, though (as it did for me).

It might do, but I think 99% of people will have copy & pasted the "function dialog_request" out of the demo game or manual, it's unlikely many will have manually changed it to "int".

Still, at least we know what the cause is if anyone else reports this problem.

Quote
Well, CJ, this reminds us of one thing, that we should be more careful when answering people's problems.

Well yeah -- really, it's just laziness on my part for the 3.1.1 editor not recognising the "int" possibility. I might go back and fix it later, but it's not a high priority since it's very unlikely to occur and the workaround is so simple.

Quote
Just a (minor) bug I found, the StopMusic() command is no longer working. (The music continues to play happily)

Using the StopChannel(0); command as a workaround does function, though.

StopMusic works fine for me, can you provide more details? What type of music (OGG/MP3/MIDI/etc) are you using? Is crossfading enabled? Does it never work, or is it only one particular music file that won't stop?
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Electroshokker on 11 Feb 2009, 07:50
Quote
Just a (minor) bug I found, the StopMusic() command is no longer working. (The music continues to play happily)

Using the StopChannel(0); command as a workaround does function, though.

StopMusic works fine for me, can you provide more details? What type of music (OGG/MP3/MIDI/etc) are you using? Is crossfading enabled? Does it never work, or is it only one particular music file that won't stop?


type: OGG
crossfading: fastfade

And upon further inspection, it is indeed only one particular music file that won't stop. (music1.ogg, I start it upon entry of room 1, when leaving room 1 I try to stop it.)
Title: Re: AGS 3.1.2 (R3) now released!
Post by: SSH on 11 Feb 2009, 10:08
I've noticed that if you import a cha file and it has footsteps assigned, but you have no sounds in your sound folder it will sometimes use ANY sound in your sound folder even with a different number. Also, if you remove the sounds from the folder (up a dir to the game folder) and re-test the game, it still manages to play the sounds!

It would be nice to have a global ability to disable footstep sounds temporarily
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Pumaman on 11 Feb 2009, 18:42
Quote
type: OGG
crossfading: fastfade

And upon further inspection, it is indeed only one particular music file that won't stop. (music1.ogg, I start it upon entry of room 1, when leaving room 1 I try to stop it.)

Can you use the debugger or a Display command just to check that the bit of script with the StopMusic in it is actually being run?

Quote
I've noticed that if you import a cha file and it has footsteps assigned, but you have no sounds in your sound folder it will sometimes use ANY sound in your sound folder even with a different number.

Do you mean that the Sound numbers on the view frames are being imported wrongly, or that the sound numbers in the views are correct but they are not playing the right sound in the game? I can't reproduce any problems with this, can you provide a sample game or CHA file that demonstrates the problem?

Quote
Also, if you remove the sounds from the folder (up a dir to the game folder) and re-test the game, it still manages to play the sounds!

Hmm yeah, when testing the game I suppose it should check the Compiled folder rather than the game folder for these files. I'll have a think about whether to change this.
Title: Re: AGS 3.1.2 (R3) now released!
Post by: Electroshokker on 11 Feb 2009, 20:45
Quote
type: OGG
crossfading: fastfade

And upon further inspection, it is indeed only one particular music file that won't stop. (music1.ogg, I start it upon entry of room 1, when leaving room 1 I try to stop it.)

Can you use the debugger or a Display command just to check that the bit of script with the StopMusic in it is actually being run?

It's being run alright. (it's in an on_click of a hotspot, all the other actions run just fine)

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

Another bug I've noticed (dunno if this one is known or not):

When using the following commands in a row:

Code: [Select]

object[3].Animate(5, 0, eOnce, eBlock, eForwards);
gInventory.Visible = true;
gInvUnderlay.Visible = true;
Display("This is your inventory. Right-click or press TAB to access it.");


The display message gets shown, but the gui does NOT pop up!

I've replicated this error countless times to eventually break it down to these 4 lines.
Upon further examination, it appears that if you only make 1 gui visible, it will show up, but AFTER the display message. If you make both visible, neither will show up. (Though placing the same code in other places seems to trigger the initial problem, that of the gui showing up AFTER the display message)

If I remove the animate line everything works as it should.
Title: Re: AGS 3.1.2 now released!
Post by: Knoodn on 11 Feb 2009, 22:03
just a minor bug:

when i press in game [CTRL]+[V] to bring up the version gui. the game isn't comlpete paused. when i move the mouse around and there is an other gui in the backround, the mouse over button is still active. also my statusline text changes when i move the mouse.
it isn't that problem, but this wasn't there in 2.72.

and an other thing:

the media manager plugin doesn't work for me. there are no soundfiles listed. and when i try to import manually this is shown:

Error: Der Index lag au├čerhalb des Bereichs. Er muss nicht negativ und kleiner als die Auflistung sein.
Parametername: index
Version: AGS 3.1.2.80

System.ArgumentOutOfRangeException: Der Index lag au├čerhalb des Bereichs. Er muss nicht negativ und kleiner als die Auflistung sein.
Parametername: index
   bei System.ThrowHelper.ThrowArgumentOutOfRa ngeException(ExceptionArgument argument, ExceptionResource resource)
   bei System.ThrowHelper.ThrowArgumentOutOfRa ngeException()
   bei MediaManager.Audio.Pane.AddFileToGameFo lder(String path, String type)
   bei MediaManager.Audio.Pane.Toolbar_AddToFo lder(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripMenuItem. OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.Hand leClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.Hand leMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.Fire EventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseU p(MouseEventArgs mea)
   bei System.Windows.Forms.ToolStripDropDown. OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl. WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei System.Windows.Forms.ToolStripDropDown. WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNat iveWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

there were no problems with media manager in 3.1.1
Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 11 Feb 2009, 23:33
Quote
It's being run alright. (it's in an on_click of a hotspot, all the other actions run just fine)

Would you be able to upload something that demonstrates this problem? I can't reproduce any problems with StopMusic.

Quote
The display message gets shown, but the gui does NOT pop up!

The Display() command does not necessarily run any game loops, so anything else that changes on the screen may not get rendered until after the Display() has finished.

The easy workaround is to put a Wait(1) after turning the GUI on, but before the Display().

Quote
when i press in game [CTRL]+[V] to bring up the version gui. the game isn't comlpete paused. when i move the mouse around and there is an other gui in the backround, the mouse over button is still active. also my statusline text changes when i move the mouse.
it isn't that problem, but this wasn't there in 2.72.

Yes, this is something that changed behaviour in AGS 3.0 as a result of compatibility changes to support Direct3D.

Quote
the media manager plugin doesn't work for me. there are no soundfiles listed. and when i try to import manually this is shown:

It's probably best to post this in the Media Manager thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32937.0) to make sure Smiley sees it.
Title: Re: AGS 3.1.2 now released!
Post by: AdamM on 12 Feb 2009, 06:39
Every time I save and quit the editor, and then open it again, all my inventory items HotspotX and HotspotY have been reset to 0, 0. I know of no reason why this should be.
Title: Re: AGS 3.1.2 now released!
Post by: rbaleksandar on 12 Feb 2009, 08:22
^^ Thanks. I have a question though. Is there still no support of Cyrillic?
Title: Re: AGS 3.1.2 now released!
Post by: Electroshokker on 12 Feb 2009, 08:43
Quote
It's being run alright. (it's in an on_click of a hotspot, all the other actions run just fine)

Would you be able to upload something that demonstrates this problem? I can't reproduce any problems with StopMusic.

Actually, I figured it out. Stopmusic is working fine, I discovered a crossfading issue (it did stop but much later)

Nevermind.  ::)

Quote
The display message gets shown, but the gui does NOT pop up!

The Display() command does not necessarily run any game loops, so anything else that changes on the screen may not get rendered until after the Display() has finished.

The easy workaround is to put a Wait(1) after turning the GUI on, but before the Display().

Actually, I tried that, but it doesn't change anything for me. The guis still won't pop up.

EDIT: I've found a workaround, by manually counting a few cycles in the rep_execute script of the room before calling the display code.
Title: Re: AGS 3.1.2 now released!
Post by: Goldenrod111 on 12 Feb 2009, 14:14
Very nice! I have found one small problem, though. In the ASCII code table in the documentation, one of the lines is:
Quote
eKeyQuestionMark      !            33
Title: Re: AGS 3.1.2 now released!
Post by: Knoodn on 12 Feb 2009, 14:46
Quote
Quote
when i press in game [CTRL]+[V] to bring up the version gui. the game isn't comlpete paused. when i move the mouse around and there is an other gui in the backround, the mouse over button is still active. also my statusline text changes when i move the mouse.
it isn't that problem, but this wasn't there in 2.72.

Yes, this is something that changed behaviour in AGS 3.0 as a result of compatibility changes to support Direct3D.

good to know.


Quote
It's probably best to post this in the Media Manager thread to make sure Smiley sees it.

thanks.

Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 12 Feb 2009, 18:20
Quote
Every time I save and quit the editor, and then open it again, all my inventory items HotspotX and HotspotY have been reset to 0, 0. I know of no reason why this should be.

Well spotted, thanks for reporting this. It looks like this was introduced in 3.1.2 beta 1 and has lain there undetected the whole time.

Because this bug involves data loss, I have uploaded an emergency fix release of 3.1.2 (version 3.1.2.81). If you have already downloaded 3.1.2, please use the Check For Updates option to find out if you need to download it again now from the download page.

Quote
Is there still no support of Cyrillic?

AGS currently supports 256-character fonts. There has not been much request for Unicode support as of yet.

Quote
Actually, I tried that, but it doesn't change anything for me. The guis still won't pop up.

EDIT: I've found a workaround, by manually counting a few cycles in the rep_execute script of the room before calling the display code

If you want to upload something for me to take a look at, I'll be happy to do so. The most likely cause is some script somewhere else turning it back off.

Quote
Very nice! I have found one small problem, though. In the ASCII code table in the documentation, one of the lines is:
eKeyQuestionMark      !            33

Hehe well spotted, I'll fix that. It only affects the docs though, the actual eKeyQuestionMark enum value should work fine in the script.
Title: Re: AGS 3.1.2 now released!
Post by: Dualnames on 18 Feb 2009, 07:58
Don't know if this is fixed or anything so it is ignore me.

Yesterday, I was trying to fix a bug and running through the step into I noticed a strange behaviour that was of course causing the bug.

I have this code:
Code: [Select]
function on_event(...{
if (event==LoseInventory) {
//functions 2
}
if ((event==eEventBeforeRoomFadeIn) && (data==35)) {
//functions 1
}
}
Thing is when I was losing a certain item (very high number) and checked to see what was the engine processing, it was running functions one. And I'm losing that item, after the room fade in has run. I just open the inventory and drop it.
Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 18 Feb 2009, 18:12
Can you upload something that demonstrates the problem?
Title: Re: AGS 3.1.2 now released!
Post by: Dualnames on 20 Feb 2009, 08:58
Can you upload something that demonstrates the problem?

Yep, but I would be surprised if you could get it to work. Want me to try and recreate this on another game?
Title: Re: AGS 3.1.2 now released!
Post by: Pumaman on 20 Feb 2009, 18:14
I can't reproduce the problem. Can you paste the exact contents of the on_event function here, so we can check if you've got any misplaced brackets or anything like that?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 22 Feb 2009, 17:04
Ok, so a few issues were found with 3.1.2.

I have now uploaded a Service Pack 1 release to address these (available in the first post).

Please give this a try, and if no issues are found I'll make this the version on the website.
Title: Re: AGS 3.1.2 now released!
Post by: Dualnames on 24 Feb 2009, 10:37
I can't reproduce the problem. Can you paste the exact contents of the on_event function here, so we can check if you've got any misplaced brackets or anything like that?

It's misplaced brackets... It's just that well, I just came to notice I'm terribly stupid. Can't believe it was..damn me. Sorry again.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 25 Feb 2009, 19:01
Just a quick check before I put it on the website -- is anyone using SP1 and have you had any problems with it?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: DoorKnobHandle on 26 Feb 2009, 22:06
Just something I'm not 100% sure with. I'm writing a plugin and the following two lines used to work perfectly fine with the latest 3.1.1 versions but now crashes the engine with 3.1.2 SP 1:

Code: [Select]
BITMAP *texture = engine->GetSpriteGraphic ( 1 );
unsigned short **shortbuffer = ( unsigned short** ) engine->GetRawBitmapSurface ( texture );

More precisely, the second line there crashes the engine. I try it out in a 16-bit testgame which has a normal placeholder sprite imported in slot 1 (imported at 16-bit as well). Since the same thing worked on the older version of AGS is it possible that some fix or whatever broke this?

I'm not sure all the way because I also updated my compiler from Microsoft Visual C++ 6.0 to 9.0.

And this is the crash information:
Code: [Select]
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004453C5 ; program pointer is -23, ACI version 3.12.1074, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------

Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 26 Feb 2009, 22:58
Can you upload the plugin DLL that causes the crash, along with a script command to trigger it?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: DoorKnobHandle on 26 Feb 2009, 23:13
Oh, damn, I just figured the problem out. I had uploaded the DLL and was preparing to post and tell you that you don't need to call any command in order to get the crash because the plugin calls the two problematic lines itself on AGS_EngineStartup and then it came to me... Sorry.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 04 Mar 2009, 08:08
Surprised to say it but I almost lost all my work on HHGTG yesterday. I actually did lose a great part of it. The sprites at least. I've saved the error message and the image I took HERE (http://ledzepforever.googlepages.com/error.rar)

As I was saving the game, waiting for the message game saved to appear so I can test it, suddenly this appeared. I sort of saved then, but thought it was nothing. So I run the game with debugger and a message sprite 185 missing appeared and the game crashed. Then the editor crashed. Then I couldn't open the game. I checked the files inside and acspr file had become a 522 mb thing. Normally it was around 8 mb. Deleting I opened the game and blip. All sprites were gone.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 04 Mar 2009, 18:17
Surprised to say it but I almost lost all my work on HHGTG yesterday. I actually did lose a great part of it. The sprites at least. I've saved the error message and the image I took HERE (http://ledzepforever.googlepages.com/error.rar)

As I was saving the game, waiting for the message game saved to appear so I can test it, suddenly this appeared. I sort of saved then, but thought it was nothing. So I run the game with debugger and a message sprite 185 missing appeared and the game crashed. Then the editor crashed. Then I couldn't open the game. I checked the files inside and acspr file had become a 522 mb thing. Normally it was around 8 mb. Deleting I opened the game and blip. All sprites were gone.

Was the backup sprite file still there? If you get an Unhandled Error message in the editor, you should always immediately exit the editor and restart it, and not try to continue as things might get messed up further.

Do you remember what the last change you made to the script was before this error occurred? Do you have a copy of that script that you might be able to use to reproduce the problem?

And of course, I strongly recommend you enable the Backup Reminders in the editor preferences dialog so that you always make regular backups of your games.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: hedgefield on 05 Mar 2009, 21:00
Excellent release, haven't encountered any problems so far. And the FadingObjectNonBlocking module works again, which makes me very happy! :) There was a problem with the way it handled alpha-blended sprites in 3.1, but it seems to work swimmingly now. Keep up the good work!
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 06 Mar 2009, 08:34
No trouble done CJ, and I have those reminders because I tend to forget. It's just that I save the backup once per day. The backup sprite file was there but outdated. I don't recall what I was doing exactly, funny, because I thought I should note that down in case you ask me..I hope I remember it. The last change had something to do with uncommenting a line, but buggers, I can't be sure.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 06 Mar 2009, 18:29
Excellent release, haven't encountered any problems so far. And the FadingObjectNonBlocking module works again, which makes me very happy! :) There was a problem with the way it handled alpha-blended sprites in 3.1, but it seems to work swimmingly now. Keep up the good work!

Good good, glad it's working for you :)

Quote
No trouble done CJ, and I have those reminders because I tend to forget. It's just that I save the backup once per day. The backup sprite file was there but outdated. I don't recall what I was doing exactly, funny, because I thought I should note that down in case you ask me..I hope I remember it. The last change had something to do with uncommenting a line, but buggers, I can't be sure.

Ok -- the root cause of your crash was some sort of scripting error that the compiler couldn't handle and it crashed instead, so if anything like it happens again I'd really appreciate it if you could post the script that caused the problem so that I can fix the compiler.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 09 Mar 2009, 16:16
Quote
No trouble done CJ, and I have those reminders because I tend to forget. It's just that I save the backup once per day. The backup sprite file was there but outdated. I don't recall what I was doing exactly, funny, because I thought I should note that down in case you ask me..I hope I remember it. The last change had something to do with uncommenting a line, but buggers, I can't be sure.

Ok -- the root cause of your crash was some sort of scripting error that the compiler couldn't handle and it crashed instead, so if anything like it happens again I'd really appreciate it if you could post the script that caused the problem so that I can fix the compiler.

[/quote]

I'll make sure next time I keep track of everything when an error message appears.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 16 Mar 2009, 08:00
Well, I'm working on a game(how peculiar), and well, I get no error messages, but for a reason I get those tmp files (http://ledzepforever.googlepages.com/tmpfiles.rar) on my compiled folder, however I do note AGS doesn't show me any error messages. I'm sending you the complete game files by PM(hope it's okay).
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 16 Mar 2009, 19:19
Well, I'm working on a game(how peculiar), and well, I get no error messages, but for a reason I get those tmp files (http://ledzepforever.googlepages.com/tmpfiles.rar) on my compiled folder, however I do note AGS doesn't show me any error messages. I'm sending you the complete game files by PM(hope it's okay).

Looks like you've got a virus/spyware (http://www.threatexpert.com/report.aspx?md5=15abd12947a116c807975c62ce69424b) to me.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Stra on 17 Mar 2009, 17:29
I'm not sure where to post this and haven't been around the forum in a while, but are there any news regarding "BB557 (Feat): Anti-alias TTF fonts with LucasArts-style speech"?

www.adventuregamestudio.co.uk/tracker.php?action=detail&id=557

I understand this was omitted due to technical reasons ...

www.adventuregamestudio.co.uk/yabb/index.php?topic=19340.msg310513#msg310513

... but I was wondering if it has been implemented yet. (The bug tracker seems a bit outdated and uninformative as to the implementations of various features.)

Thanks.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 18 Mar 2009, 18:48
No, the same technical issues still remain due to the way that text captions are rendered. It might be possible to enable something like this in Direct3D-only mode, depending on how many people would find it useful.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: GarageGothic on 18 Mar 2009, 18:59
Perhaps an easier - and non-Direct3D exclusive - implementation could be something similar to what I suggested for outlined fonts in this thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33578.msg441324#msg441324). In most cases it's wise to use outlines for Lucas-style dialog anyway, and at least this way it could look somewhat smoother.

Example image for those who can't be arsed to check my old post:


Above: Custom rendering of text as graphical overlay. Aliased outline with anti-aliased inner text.
Below: Text on regular GUI label. Note especially the 'a' and the 's' as less readable.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 19 Mar 2009, 07:55
Well, I'm working on a game(how peculiar), and well, I get no error messages, but for a reason I get those tmp files (http://ledzepforever.googlepages.com/tmpfiles.rar) on my compiled folder, however I do note AGS doesn't show me any error messages. I'm sending you the complete game files by PM(hope it's okay).

Looks like you've got a virus/spyware (http://www.threatexpert.com/report.aspx?md5=15abd12947a116c807975c62ce69424b) to me.


Great just f^*(^% great..
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Stra on 19 Mar 2009, 10:51
GarageGothic: you present an interesting method, well worth trying. Thanks! This could be implemented in AGS as a poor-man's anti-alias. ;)

I'm definitely all for a "Direct3D-only mode" anti-aliasing method if that will make it work, as I think it would definitively add another level of professionalism.

Well I hope Chris Jones will implement one of these two methods, or perhaps both, I'm a bit tired of having to search for fonts that look decent enough in their "default ugly mode", hehe. ;D

What does Pumaman say about the first alternative? :)
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 19 Mar 2009, 19:36
Adding support for anti-aliasing the fonts only when outlining is enabled, is certainly a possibility.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Stra on 19 Mar 2009, 22:29
Adding support for anti-aliasing the fonts only when outlining is enabled, is certainly a possibility.

Oh, if you could include that in the next version (or one of the next versions), you'd make some of us very happy indeed! :D
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 23 Mar 2009, 07:10
BUG: If you drag sprites out of order, they double up on each other. It is possible to restore the sprite index back to normal if the sprites are dragged into order again. If done so, the duplicates disappear.

Cheers,
Sparx.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 23 Mar 2009, 20:34
BUG: If you drag sprites out of order, they double up on each other. It is possible to restore the sprite index back to normal if the sprites are dragged into order again. If done so, the duplicates disappear.

What do you mean by this? I don't get any problems dragging sprites around in the sprite manager.

Can you provide some step-by-step instructions that lead to this problem?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 23 Mar 2009, 22:27
Sorry mate, I assumed there wasn't anything else I did that might have caused this bug. What I did from memory was I imported 1 sprite, deleted it, then imported a whole group of sprites and rearranged them. My gut feeling was it had something to do with deleting the first sprite but I can't be sure until you've replicated the bug.

Thats all I can think of right now. Good luck!

Sparx.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 23 Mar 2009, 23:07
Ah interesting, this seems to happen if you drag a sprite to the end of the list. I'll look into it -- thanks for reporting it.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 24 Mar 2009, 02:11
No problem Chris, cheers!

Sparx.

Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 26 Mar 2009, 16:03
I noticed that if you do F1 on System.ColorDepth you get a page not found in the help ... although you can find that entry manually...
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 26 Mar 2009, 22:29
I've actually had a few bugs like that.

What I hate is that I can't find any of the code for the room functions. It's just descriptions.

Sparky.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 27 Mar 2009, 10:27
Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SpacePaw on 27 Mar 2009, 10:37
I think the scripts are processed on one thread so it should wait for every command to end before going to the next one. It's just a guess though :)
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 27 Mar 2009, 12:31
Oh no, SpacePaw, its waaaaay more complicated than that!

Quote
SaveGameSlot (int slot, string description)

Saves the current game position to the save game number specified by SLOT, using DESCRIPTION as the textual description of the save position. Be careful using this function, because you could overwrite one of the player's save slots if you aren't careful.

The SaveGameDialog function uses slots numbered from 1 to 20, so if you don't want to interfere with the player's saves, I would recommend saving to slot numbers of 100 and above.

NOTE: The game will not be saved immediately; instead, it will be saved when the script function finishes executing.

And see also: http://www.adventuregamestudio.co.uk/manual/BlockingScripts.htm
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SpacePaw on 27 Mar 2009, 13:20
Oh no, SpacePaw, its waaaaay more complicated than that!

And see also: http://www.adventuregamestudio.co.uk/manual/BlockingScripts.htm

Oh! Sorry then, my bad :) AGS engine seems so proffessional. I wish I could get my hands on some sort of documentation :)
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Electroshokker on 29 Mar 2009, 09:01
Just noticed this:

when running 2 animation loops consecutively (with the checkbox: run the next loop after this one to make a long animation)

I notice a graphical glitch from time to time: the blue cup pops up now and again. (It doesn't happen all the time, just some of the time, but if you run the full animation in a contiguous loop it pops up waaay to much)

the animation itself is run with eRepeat & eNoBlock (the first loop is 37 frames, the second 20 frames)

(I could fix this by putting everything in one very long loop, but thought I'd better report it)
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 31 Mar 2009, 22:00
When running the 2x filters on 16:10 games (320x200/640x400) the aspect ratio falls short vertically, but when I run it under any other filter the graphics scale properly (1:1).

I'm running a native desktop resolution of 2560x1600 if that helps.

Cheers,
Sparky.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Gilbert on 01 Apr 2009, 01:50
What would you expect? These modes were not using square pixel aspect in the first place anyway. They were supposed to look okay on a 4:3 display while fullscreen, so if you use the 2x filter (and any filters that displays the game area in exact multiples of the original resolution) on a desktop with square pixel aspect the image will be slightly squashed vertically (unless the graphics of your game were meant to use square pixel aspect to "fit" widescreens).
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 01 Apr 2009, 05:20
My game = 16:10
My screen = 16:10

The other multiples work fine. It's just the 2x that doesn't.
Hope that makes more sense.

Cheers,
Sparky.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Trent R on 01 Apr 2009, 16:31
Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
SSH, this reminded me of Khris's suggestion (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36284.msg485359#msg485359) for eEventQuitGame in the wishlist thread....


~Trent
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 01 Apr 2009, 20:47
Quote
I noticed that if you do F1 on System.ColorDepth you get a page not found in the help ... although you can find that entry manually...

Strange, I'm not sure why this is happening ... AGS is passing the right thing to Windows Help, but it doens't seem to be able to find the page for some reason.

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What I hate is that I can't find any of the code for the room functions. It's just descriptions.

Can you clarify? I don't understand what you mean?

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Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...

It occurrs immediately. And for backwards compatibility, I can't really change that now. :)

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when running 2 animation loops consecutively (with the checkbox: run the next loop after this one to make a long animation)

I notice a graphical glitch from time to time: the blue cup pops up now and again. (It doesn't happen all the time, just some of the time, but if you run the full animation in a contiguous loop it pops up waaay to much)

Strange, I'll see if I can replicate this.

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When running the 2x filters on 16:10 games (320x200/640x400) the aspect ratio falls short vertically, but when I run it under any other filter the graphics scale properly (1:1).

Your monitor/graphics card probably doesn't support 640x400, thus forcing the game to run at 640x480. This is a particularly annoying feature when you have a widescreen monitor but the driver won't actually let you use a widescreen resolution like 640x400...
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 01 Apr 2009, 23:24
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Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
I'm sure you can code your game to quit after the player has saved his game. Just tell the Save Game GUI to popup when the user clicks quit or (Ctl+Q) and then after the save has been completed, run the QuitGame command.

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What I hate is that I can't find any of the code for the room functions. It's just descriptions.
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Can you clarify? I don't understand what you mean?
Well I try and look for the example code and its not there. I do a search for function room_AfterFadeIn() or function room_Load() and nothing turns up. Might be the same bug in windows help as previously discovered but admittedly I have looked for it manually.

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Your monitor/graphics card probably doesn't support 640x400
Yeah the lowest it goes in display properties is 800x600 however I have discovered something pretty incredible. I can actually run 320x200 and 320x240 in Vista. I thought that was forbidden in DirectX 10!?

When I run 320x200 it also falls short, vertically. :-\

Cheers,
Sparky.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 02 Apr 2009, 00:09
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Does QuitGame(0) quit immediately, or wait until the current script is finished? If the latter, it would make more sense that any other postponed tasks (like, e.g. a SaveGameSlot waiting to happen) would occur before the quit...
I'm sure you can code your game to quit after the player has saved his game. Just tell the Save Game GUI to popup when the user clicks quit or (Ctl+Q) and then after the save has been completed, run the QuitGame command.

Well, that's exactly the point: this script:

Code: [Select]
function Yes_Save_Before_Quitting_Please_OnClick(GUIControl *gc, Button butt) {
   SaveGameSlot(888);
   QuitGame(0);
}

doesn't work as you'd expect. You have to set a variable and then wait for the next repeatedly_execute to check the variable THEN quit (or something similar). I cannot imagine why someone would rely of the backwards compatibility of this behaviour.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: GarageGothic on 02 Apr 2009, 00:11
What if you put a Wait(1) before QuitGame(0)?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 02 Apr 2009, 00:24
As I said in the original post, the manual says: "NOTE: The game will not be saved immediately; instead, it will be saved when the script function finishes executing. ". So a Wait doesn't work.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Gilbert on 02 Apr 2009, 01:59
Yeah the lowest it goes in display properties is 800x600 however I have discovered something pretty incredible. I can actually run 320x200 and 320x240 in Vista. I thought that was forbidden in DirectX 10!?

That's probably just because AGS doesn't use DirectX10. DirectX9 and DirectX10 are two different things. You cannot run DirectX9 programmes with DirectX10. If you are running a DirectX9 programmes you still need to have DirectX9 installed. In fact, Vista came with DirectX10 and DirectX9, which was of a VERY old version for some unknown reasons, so sometimes you even need to update DirectX9 to run some newer programmes.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: subspark on 02 Apr 2009, 04:03
DOH! I've rushed my reply again. Sorry guys. I meant to say, it's not only impossible with DirectX 10 but also DirectX 9 in Vista Altogether.
I remember reading in another thread that to play 320x200/240 AGS games in Vista, you had to switch to 2x filter or the game would close with an error message.

Incredibly, this is NOT the case anymore and I'm as shocked as a black wildebeest on a cloud.
Hmm, I wonder if Chris has secretly slipped a workaround into AGS 3.1.2?

Cheers,
Sparky.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 08 Apr 2009, 07:44
One thing I noticed while running h2g2 is I previously set up DirectDraw 5 with a 2x nearest neighbour filter to enlarge the game to 640x480. So far this is what the setup tells me and what always worked. But when I run the game it starts in a window (as requested) but covering almost my whole screen. And I work in a resolution of 1280x1024 ....  :o
It has never done that before.....

Leon asked me this. Thing is I haven't changed anything that would cause that.. is there a reason for that? I have the two beta versions (one that didn't show the problem (http://ledzepforever.googlepages.com/hhgtgbeta289.rar) and the last one that shows it (http://ledzepforever.googlepages.com/hhgtgbeta296.rar))
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 10 Apr 2009, 15:04
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I notice a graphical glitch from time to time: the blue cup pops up now and again. (It doesn't happen all the time, just some of the time, but if you run the full animation in a contiguous loop it pops up waaay to much)

the animation itself is run with eRepeat & eNoBlock (the first loop is 37 frames, the second 20 frames)

I can't reproduce any problems with this, has anyone else had this problem?

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Well I try and look for the example code and its not there. I do a search for function room_AfterFadeIn() or function room_Load() and nothing turns up.

Well, those are event handlers and don't have their own specific help pages, just like cEgo_Look and hHotspot_Interact don't either. Perhaps they should, though there wouldn't be much to say about them.

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I can actually run 320x200 and 320x240 in Vista. I thought that was forbidden in DirectX 10!?

I don't think any resolutions are forbidden in DX10 -- it's just that since the manufacturers have to re-write their graphics drivers, most of them can't be bothered to implement support for 320x200 since it's seen as obsolete.

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When I run 320x200 it also falls short, vertically.

Then you're probably not running in 320x200, it's probably actually running at 320x240 in letterbox mode instead.

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Well, that's exactly the point: this script doesn't work as you'd expect. You have to set a variable and then wait for the next repeatedly_execute to check the variable THEN quit (or something similar). I cannot imagine why someone would rely of the backwards compatibility of this behaviour.

It's a fair point, and I can see why your request would be useful.

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I remember reading in another thread that to play 320x200/240 AGS games in Vista, you had to switch to 2x filter or the game would close with an error message.

Incredibly, this is NOT the case anymore and I'm as shocked as a black wildebeest on a cloud.
Hmm, I wonder if Chris has secretly slipped a workaround into AGS 3.1.2?

Recent versions of AGS will automatically activate the 2x filter if 320x200 isn't supported.

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Leon asked me this. Thing is I haven't changed anything that would cause that.. is there a reason for that? I have the two beta versions (one that didn't show the problem and the last one that shows it)

What resolution is the game set to in your General Settings pane in the editor?

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Leon asked me this. Thing is I haven't changed anything that would cause that.. is there a reason for that? I have the two beta versions (one that didn't show the problem and the last one that shows it)

The acsetup.cfg file in your latest version is invalid, which is causing the problem. You might have deleted it by accident and then run WinSetup, which would have created an invalid one.

Go back into the editor and do a Build EXE, it should generate you a new acsetup.cfg file that should work properly.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: SSH on 10 Apr 2009, 15:26
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I notice a graphical glitch from time to time: the blue cup pops up now and again. (It doesn't happen all the time, just some of the time, but if you run the full animation in a contiguous loop it pops up waaay to much)

the animation itself is run with eRepeat & eNoBlock (the first loop is 37 frames, the second 20 frames)

I can't reproduce any problems with this, has anyone else had this problem?

My guess is that the animation uses a loop number that isn't populated in the character's Normal view and the bluecup appears when the char briefly flips back to being in its normal view instead of the animation.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: JpSoft on 10 Apr 2009, 15:35
Things i noticed last days:

- BlockingHeight() and BlockingWidth() do not work properly.
- PauseGame() do not works with GUI buttons animations.
- If you place 2 characters in the same point at the same loop, the second one will become static (it minds, you will be unable to move him after that)

Jp
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Pumaman on 10 Apr 2009, 15:48
- BlockingHeight() and BlockingWidth() do not work properly.

Can you be more specific? What doesn't work, exactly?

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- PauseGame() do not works with GUI buttons animations.

This is by design (you usually use PauseGame when you pop up a GUI, so this allows animations to run on that GUI). However I will update the manual to mention this, to avoid any confusion.

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- If you place 2 characters in the same point at the same loop, the second one will become static (it minds, you will be unable to move him after that)

What do you mean, exactly? Can you provide an example?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Dualnames on 11 Apr 2009, 21:32
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Leon asked me this. Thing is I haven't changed anything that would cause that.. is there a reason for that? I have the two beta versions (one that didn't show the problem and the last one that shows it)

What resolution is the game set to in your General Settings pane in the editor?


640x480


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Leon asked me this. Thing is I haven't changed anything that would cause that.. is there a reason for that? I have the two beta versions (one that didn't show the problem and the last one that shows it)

The acsetup.cfg file in your latest version is invalid, which is causing the problem. You might have deleted it by accident and then run WinSetup, which would have created an invalid one.

Go back into the editor and do a Build EXE, it should generate you a new acsetup.cfg file that should work properly.


I've done that. Now I'm awaiting for Leon to tell us.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: abstauber on 14 Apr 2009, 13:07
Hi,

here's a small bug:
When using a custom dialog GUI, the numbers from "auto-number speech lines" are being shown. This happens only with dialog options, not the following dialog itself.
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Edmundito on 15 Apr 2009, 03:26
I found some syntax nastyness on the empty template that comes with 3.1 (not sp1, but I'm assuming it remains the same):

Code: [Select]
// called when a key is pressed. keycode holds the key's ASCII code
function on_key_press(eKeyCode keycode)
{
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE

there exits no #sectionstart for the on_key_press trigger function!

Didn't we get rid of those on 3.0, I thought? Sorry, my mind is still on 2.7. :)

Also, minor thing, but I noticed that the global script for the default game has inconsistencies on the braces. Sometimes they open after the function, and sometimes they open on the new line. Just sayin'...
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Ryan Timothy B on 28 Aug 2009, 14:50
Didn't know where else to post this.  I just got my computer up and running, finally, and I just downloaded AGS 3.1.2 SP1 from the website and when I try to run it I get:

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---------------------------
C:\Program Files\Adventure Game Studio 3.1.2 SP1\AGSEditor.exe

This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.

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OK   
---------------------------

And I've reinstalled it a few times and still get the message.  Has the file on the server been changed?
Maybe I just need to restart my computer, I did just install sound drivers.  :-\
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Ishmael on 28 Aug 2009, 14:53
.NET framwork issue?
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Ryan Timothy B on 28 Aug 2009, 15:06
I installed the .NET framework, but perhaps it wasn't installed properly? I don't know.
I'll try some things out.

(Using XP btw)

EDIT:  Do you need the XP service packs to run 3.1.2?  I haven't installed them yet, nor has it asked me to.  Can't remember the work around to forcing XP to download the service packs either.
Nevermind, I just started the download for the service packs.  Forgot it was in the control panel.

EDIT AGAIN: Ahh.  Ain't that a funny pickle.  Looks like you need to update windows XP just to use AGS.  It's back up and running!
I hate formatting and installing windows. :P
Title: Re: AGS 3.1.2 SP1 now released!
Post by: monkey0506 on 28 Aug 2009, 20:22
Yes, installing viruses spyware adware er...Windows is the worst part about reformatting a hard drive. :D
Title: Re: AGS 3.1.2 SP1 now released!
Post by: Ishmael on 29 Aug 2009, 18:10
The framework might need SP2 or something. Anyway it's good idea to have SP2 atleast anyway.