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AGS Support => Advanced Technical Forum => Topic started by: Pumaman on 16 Aug 2010, 21:01

Title: AGS 3.2 now released!
Post by: Pumaman on 16 Aug 2010, 21:01
Well, it's been a long wait (18 months in fact) but version 3.2 of AGS is finally here!

The main change is that the audio system has been rewritten to get rid of the number-based sound and music, and replace it with a more modern, easy-to-use system based on sounds having names.

Changes since 3.1.2:

* Rewrote audio system. The old number-based sound and music are gone, replaced with new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying, Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount, System.Volume, ViewFrame.LinkedAudio script commands.
* Added Game.IgnoreUserInputAfterTextTimeoutMs, Maths.Exp, Maths.Log, Maths.Log10, Maths.Cosh, Maths.Sinh, Maths.Tanh
* Added option to automatically add side borders when running 4:3 games on widescreen monitors
* The generated EXE version information is now set to your Game Name and Developer Name instead of "Adventure Game Studio" and "Chris Jones"
* Added new LEC-style template by abstauber
* Added Applies To feature to custom properties, so that you can have properties that only apply to Rooms or Characters, for example
* Added menu option to remove old Global Messages from the game, to stop them coming out in translation sources
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
* Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible folder that is not the Save Games folder
* Added eMouseMiddleInv support to on_mouse_click
* Added editor plugin API methods IGUIController.ActivePane, IRoomController.PreSaveRoom
* Added plugin API events AGSE_PRESAVEGAME and AGSE_POSTRESTOREGAME
* Improved graphics mode detection so that the screen doesn't keep flickering when trying to start up a low-res game full screen
* Improved colour quality of mini-sprites displayed in sprite manager
* Improved the user-friendliness of some error messages, thanks to Error Reporting
* Improved editor robustness to recover if the Game.agf.user file was corrupt
* Winsetup now displays the game name in the title bar instead of "Adventure Game Studio"
* Disabled editor option to save changes whilst the game was running, since doing so  could cause sprite file corruption
* Editor property grid now displays a drop-down list instead of a text box when selecting a font or room
* Changed the pathfinder so that the character cannot get stuck if he ends up outside one of the room edges
* Removed limit on number of text parser words
* Renamed the "handle inventory clicks in script" general setting to better reflect what it does
* Removed room properties Play Music On Load, Music Volume and Save/Load Enabled since they are now obsolete
* Mouse.IsButtonDown now works with eMouseMiddle
* "Export all sprites in folder" command now exports 32-bit sprites as PNGs to prevent losing the alpha channel
* Improved error handling if you passed an int to a string argument in String.Format
* The Restart Point save file (AGSSAVE.999) is no longer deleted when you quit the game,  to fix a problem where RestartGame didn't work if you started the game by double-clicking an Enhanced Save Game file in explorer
* Disallowed accented characters like é in script names in the editor, because they wouldn't compile
* Dynamic sprite deletion warning is now only displayed on exit if Debug Mode is turned on
* Fixed sprite entry getting duplicated if you dragged a sprite to the end of the list
* Fixed crash with Hq2x and Hq3x graphics filters (3.1.2 regression)
* Fixed character/object tints and light levels in D3D not matching DX5
* Fixed TintScreen in D3D so that it looks the same as DX5
* Fixed Sierra-style speech box moving if the room was scrolled while it was displayed
* Fixed error running game and problems with save games if there were unicode characters in the folder path
* Fixed GUI controls not updating properly if the control moved under the mouse, but the mouse didn't move
* Fixed theora video being permanently muted after you played one video with muted audio
* Fixed Dynamic Sprites causing memory corruption if a mouse cursor was set to sprite 0
* Fixed Compress Sprites setting not taking effect until you next edited some sprites
* Fixed GUI AdditiveOpacity mode not working properly if you tried to have a non-alpha sprite on an alpha GUI
* Fixed light levels >100% not working with Direct3D driver
* Fixed Object.MergeIntoBackground not working with Direct3D driver
* Fixed IsKeyPressed not working with the following keys: [ ]  ; ' , . /
* Fixed struct member functions with more than 9 parameters giving run-time error
* Fixed File commands looking in the wrong directory if you launched the game by double-clicking a save game in explorer
* Fixed SetBackgroundFrame in Player Enters Screen event causing old frame to flash up briefly with D3D driver
* Fixed Make Default Language command crashing if two different source lines mapped to the same translated line
* Fixed run-time error if you returned a string from a function that was a member of a local dynamic array
* Fixed sprite cache corruption if you had a single sprite larger than 20 MB
* Fixed Room.GetDrawingSurfaceForBackground and Character.PlaceOnWalkableArea to give error message instead of crash if you called them from game_start
* Fixed GUI label text not being anti-aliased if there was a background image but the BGColor was set to 0
* Fixed editor crash creating new game if your Windows username had unicode characters in it
* Fixed Views tree collapsing after renaming or drag-dropping a view
* Fixed editor crash on startup if you made the editor window very small before closing it down last time
* Fixed editor crash if you set an object's image to -1
* Fixed character gliding if he bumped into another solid character and the character's MovementLinkedToAnimation property was false
* Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image with an odd width/height
* Fixed ShakeScreenBackground not clearing letterbox borders properly if you switched from a large to a small shake
* Fixed "Internal compiler error: table overflow" if there were a lot of imported functions/variables
* Fixed when importing an 8-bit image, if there was another palette slot in the image with the same colour as the transparent slot it got changed to black
* Fixed Game.SpriteWidth/SpriteHeight returning the size of the blue cup instead of 0 if you supplied an invalid sprite number
* Fixed script editor issue if you typed some text, switched to another tab, then came back and did Undo
* Fixed autocomplete editor crash if there was a line break inside an array indexer
* Fixed compiler crash if a dialog script just had a @ on a line on its own
* Fixed editor crash if you tried to use a non-icon file as TEMPLATE.ICO
* Fixed sprite import window crash if you right-clicked in the second stage of tiled import
* Fixed mouse cursor being drawn in dialog options in DX5 mode even when Mouse.Visible was set to false
* Fixed no line number provided when DynamicSprite.CreateFromDrawingSurface threw an error
* Fixed script editor crash if you saved the script while the final function was missing its closing brace
* Fixed the editor Preferences window only allowing you to type 5 characters in if you wanted to manually enter a path for the New Game Directory or Import Directory
* Fixed "Close all other tabs" crashing if a room editor with unsaved changes was one of the other tabs
* Fixed changing a walk-behind baseline not marking the room as modified
* Fixed editor crash XmlException: An error occurred while parsing EntityName.
* Fixed compilation errors if you named a character with only numeric digits, eg "c500"


http://www.adventuregamestudio.co.uk/AGS-3.2.exe

(if you were using the betas, this is the same release as 3.2 Final 5).

If no major issues are reported in the next week or so, I'll create the RAR release and update the website.
Title: Re: AGS 3.2 now released!
Post by: Chrille on 16 Aug 2010, 21:37
I love the new AGS, up until last fall I hadn't used AGS since ca 2004. Thanks for all the work you've put into AGS, CJ.
Title: Re: AGS 3.2 now released!
Post by: on 16 Aug 2010, 22:37
Hail to the CJ! I don't use betas, so there's a lot for me here to joy!

We're missing a __filltheblank___ edition, aren't we? ;)
Title: Re: AGS 3.2 now released!
Post by: xenogia on 16 Aug 2010, 22:38
Cheers CJ.  Finally good to see you release a final version :)
Title: Re: AGS 3.2 now released!
Post by: Dualnames on 17 Aug 2010, 00:05
YAY CJ!!  :D
Title: Re: AGS 3.2 now released!
Post by: Virgil on 17 Aug 2010, 04:31
Champagne for all!
Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 17 Aug 2010, 08:01
I don't mean to piss on anyone's strawberries but I may have a slight bug:

when an audioclip is played the volume doesnt seem to be set correctly if you set it immediately after the play command.

I imagine this is because the audioclip is actually played and initialised at the start of the next game loop.

so the following code doesnt seem to work as expected:

Code: [Select]
AudioChannel *chan = aSound1.Play();
chan.Volume = 50;
Title: Re: AGS 3.2 now released!
Post by: ThreeOhFour on 17 Aug 2010, 08:12
I've been using it for a while in beta with no problems, but it is still good to see the version released. Congratulations, CJ, and thanks!
Title: Re: AGS 3.2 now released!
Post by: cat on 17 Aug 2010, 08:18
Congratulations on getting this finally finished! Thanks for your effort!
Title: Re: AGS 3.2 now released!
Post by: Dualnames on 17 Aug 2010, 15:04
Quote
* Rewrote audio system. The old number-based sound and music are gone, replaced with new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying, Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount, System.Volume, ViewFrame.LinkedAudio script commands.
* Added option to automatically add side borders when running 4:3 games on widescreen monitors
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
* Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible folder that is not the Save Games folder
* Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image with an odd width/height
* Fixed the editor Preferences window only allowing you to type 5 characters in if you wanted to manually enter a path for the New Game Directory or Import Directory

I can't be thankful enough for those! :P
Title: Re: AGS 3.2 now released!
Post by: Ryan Timothy B on 17 Aug 2010, 15:07
Quote
* Added support for anti-aliased TTF fonts in all situations where they weren't previously supported.
Does this mean that AA fonts now work with lucasarts style speech?
Title: Re: AGS 3.2 now released!
Post by: Dave Gilbert on 17 Aug 2010, 16:48
Swank!  I love it when a new project coincides with a new official version of AGS.  Downloading...
Title: Re: AGS 3.2 now released!
Post by: Atelier on 17 Aug 2010, 17:32
First, thank you CJ. The new audio controls (and everything else) are excellent.

* The generated EXE version information is now set to your Game Name and Developer Name instead of "Adventure Game Studio" and "Chris Jones"

On the general settings, under 'Windows Vista Game Explorer', there isn't a box to type in developer name anymore. Is this deliberate or me being stupid?
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 17 Aug 2010, 23:07
I don't mean to piss on anyone's strawberries but I may have a slight bug:

when an audioclip is played the volume doesnt seem to be set correctly if you set it immediately after the play command.
I imagine this is because the audioclip is actually played and initialised at the start of the next game loop.
so the following code doesnt seem to work as expected:

Code: [Select]
AudioChannel *chan = aSound1.Play();
chan.Volume = 50;

This should work fine, what was the initial volume of the channel before you changed it to 50?

Quote
Does this mean that AA fonts now work with lucasarts style speech?

They should do, yes.

Quote
On the general settings, under 'Windows Vista Game Explorer', there isn't a box to type in developer name anymore. Is this deliberate or me being stupid?

It has moved from the 'Vista Game Explorer' section to the main 'Setup' section at the top, since it is no longer solely used by the game explorer.
Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 18 Aug 2010, 00:02
The initial volume would be whatever the default setting is for the audiotype (with the clip set to -1)

But i fiddled with this and it doesnt seem to make any difference. Audiochannel volumes refuse to be set just after playing the clip.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 24 Aug 2010, 19:54
I've tried this but it works fine for me.

What type of audio file are you using?
Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 24 Aug 2010, 20:05
oggs or mp3s.. doesnt seem to make a difference.

I shall test further
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 02 Sep 2010, 22:07
Can you provide an example of the problem?
Title: Re: AGS 3.2 now released!
Post by: on 04 Sep 2010, 20:48
Runs nice and smooth here- and I have completely missed out on ALL the betas, so I had to test-drive a lot ;)
Superb work, my favourites are the AA TTF and the new music/sound management- sooooo much easier to handle!
Cake for you, CJ!
Title: Re: AGS 3.2 now released!
Post by: xerca on 04 Sep 2010, 22:24
I really wonder why everyone always call you CJ? The only CJ I know is the one in GTA San Andreas...

By the way; I downloaded the program, installed it and uninstalled the old one. Then I tried opening one of my game projects and it gave an error because of some names like "view names" included letters like "ö, ğ, ı, ü, ç", etc. (I used that characters in names with no problems with the old version.) It didn't even give me a chance to change the names so I had to download ags 3.1 which I uninstalled 2 minutes ago... I installed it and changed these names in my games. There were hundreds of them so that I was becoming really mad because of clicking, checking for little letters in lots of names and changing them.

I can now finI really wonder why everyone always call you CJ? The only CJ I know is the one in GTA San Andreas...

By the way; I downloaded the program, installed it and uninstalled the old one. Then I tried opening one of my game projects and it gave an error because of some names like "view names" included letters like "ö, ğ, ı, ü, ç", etc. (I used that characters in names with no problems with the old version.) It didn't even give me a chance to change the names so I had to download ags 3.1 which I uninstalled 2 minutes ago... I installed it and changed these names in my games. There were hundreds of them so that I was becoming really mad because of clicking, checking for little letters in lots of names and changing them.

I can now finally try the new AGS.

edit: I deleted a music that I used for a room before and I imported another one to use. but as it writes at the first message, there is no room music thing anymore. So I called it from the after fade-in script. But now it says "Unable to find aMusic1 which was set as tihs room's start music".
How can it be set? There is no setting as room start music! So I can't change it either.

While writing this I tried again and it worked...

edit2: It works yes... But when I say rebuild all files, the same error occurs again.
Title: Re: AGS 3.2 now released!
Post by: Gilbert on 05 Sep 2010, 10:27
I really wonder why everyone always call you CJ?

Awwww. Well...
Click his profile (http://www.adventuregamestudio.co.uk/yabb/index.php?action=profile;u=1) and see his log-in handle (not his nick) and...
Spoiler: ShowHide
CJ is the initial to his real name. You SHOULD have known this as you'll see it many times in the programme itself.

:P
Title: Re: AGS 3.2 now released!
Post by: Dualnames on 05 Sep 2010, 13:28
Gilbet, don't lie! ;)

CJ is an incantation of Satan. If we all type it more than 1.000.000 times, HE will come.

That's what m0ds told me. And that is I believe the truth.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 05 Sep 2010, 14:39
By the way; I downloaded the program, installed it and uninstalled the old one. Then I tried opening one of my game projects and it gave an error because of some names like "view names" included letters like "ö, ğ, ı, ü, ç", etc. (I used that characters in names with no problems with the old version.) It didn't even give me a chance to change the names so I had to download ags 3.1 which I uninstalled 2 minutes ago... I installed it and changed these names in my games. There were hundreds of them so that I was becoming really mad because of clicking, checking for little letters in lots of names and changing them.

Hmm, these were working ok for you in 3.1.2? The reason this restriction was added to 3.2 was because people were having problems where the game wouldn't compile properly in that scenario.

Quote
edit: I deleted a music that I used for a room before and I imported another one to use. but as it writes at the first message, there is no room music thing anymore. So I called it from the after fade-in script. But now it says "Unable to find aMusic1 which was set as tihs room's start music".
How can it be set? There is no setting as room start music! So I can't change it either.

The music file must be there when you open the room for the first time in 3.2. So, put the Music1 file back, then do a Rebuild All Files. The editor will then automatically add a "aMusic1.Play()" line of script to the room script, which you can then remove/change/etc afterwards and you won't get the error any more.

This is because the Room Start Music setting has been removed, and now you can just add a line of script to do it instead.
Title: Re: AGS 3.2 now released!
Post by: xerca on 07 Sep 2010, 12:13
I really wonder why everyone always call you CJ?

Awwww. Well...
Click his profile (http://www.adventuregamestudio.co.uk/yabb/index.php?action=profile;u=1) and see his log-in handle (not his nick) and...
Spoiler: ShowHide
CJ is the initial to his real name. You SHOULD have known this as you'll see it many times in the programme itself.

:P

I had looked at his profile before and didn't see that. Even after you said this it took a few minutes for me to see that "CJ"... I feel stupid.

But this actually explains everything :):
Gilbet, don't lie! ;)

CJ is an incantation of Satan. If we all type it more than 1.000.000 times, HE will come.

That's what m0ds told me. And that is I believe the truth.

By the way; I downloaded the program, installed it and uninstalled the old one. Then I tried opening one of my game projects and it gave an error because of some names like "view names" included letters like "ö, ğ, ı, ü, ç", etc. (I used that characters in names with no problems with the old version.) It didn't even give me a chance to change the names so I had to download ags 3.1 which I uninstalled 2 minutes ago... I installed it and changed these names in my games. There were hundreds of them so that I was becoming really mad because of clicking, checking for little letters in lots of names and changing them.

Hmm, these were working ok for you in 3.1.2? The reason this restriction was added to 3.2 was because people were having problems where the game wouldn't compile properly in that scenario.

Quote
edit: I deleted a music that I used for a room before and I imported another one to use. but as it writes at the first message, there is no room music thing anymore. So I called it from the after fade-in script. But now it says "Unable to find aMusic1 which was set as tihs room's start music".
How can it be set? There is no setting as room start music! So I can't change it either.

The music file must be there when you open the room for the first time in 3.2. So, put the Music1 file back, then do a Rebuild All Files. The editor will then automatically add a "aMusic1.Play()" line of script to the room script, which you can then remove/change/etc afterwards and you won't get the error any more.

This is because the Room Start Music setting has been removed, and now you can just add a line of script to do it instead.


Yes I made three games using them. And thank you for your help with music.. CJ.
Title: Re: AGS 3.2 now released!
Post by: JoelCBarker on 07 Sep 2010, 17:33
I think one of the changes that came with the new one was that he disallowed accented letters because they don't compile. As for Pumaman, many years ago I had the good fortune of watching Mystery Science Theater 3,000 have a great time with the movie, Pumaman!
Title: Re: AGS 3.2 now released!
Post by: cat on 07 Sep 2010, 20:25
I had a crash again  :'(

I posted already here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37861.0) but it was probably overlooked.

It happens sometimes when I click the exit button of the game when started from within the editor. Does noone else have this problem?
Title: Re: AGS 3.2 now released!
Post by: Ghostlady on 09 Sep 2010, 03:50
Help.  I've been working on this game for about 2 - 3 years, so it is pretty big by now.  I've been using the latest version of AGS, prior to this new release.  Lately, I've been getting errors about memory and roomload messages when I try to open a room in the editor.  I have to recreate the room.  A restore of the room does not work.  This has happened about 5 times now.  I am getting worried.  I thought I would try to pull it into this new version but it seems the room still has problems.  I've listed the errors with the new version and the one before that.  How can I get around this problem.  I would hate for my whole game to get corrupted.


Error: LoadRoom: unknown block type 0 encountered in 'room14.crm'
Version: AGS 3.2.0.103

AGS.Types.AGSEditorException: LoadRoom: unknown block type 0 encountered in 'room14.crm'
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.Lo adNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.Lo adDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.Lo adRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.Co mmandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNo de(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_Node MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMou seDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.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)

Error: LoadRoom: unknown block type 0 encountered in 'room14.crm'
Version: AGS 3.1.2.82

AGS.Types.AGSEditorException: LoadRoom: unknown block type 0 encountered in 'room14.crm'
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.Lo adNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.Lo adDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.Lo adRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.Co mmandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNo de(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_Node MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMou seDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.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)
Title: Re: AGS 3.2 now released!
Post by: Ghostlady on 09 Sep 2010, 04:24
Thinking about this, I decided to delete the rooms that 3.2 is complaining about - ended up to be 5 rooms that must have been corrupted from version 3.1.2.  I rebuilt all the files after that, now in 3.2, and that was successful.  When I tried to "run" the game, I get this error message:

Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004129F1 ; program pointer is +373, ACI version 3.20.1110, gtags (12,0)

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 3.2 now released!
Post by: Ghostlady on 09 Sep 2010, 04:44
I went back to rebuild the files again and this time it wouldn't work (the first time it did).  Got to room 195 out of about 220 and then got this error message:

Error: LoadRoom: unexpected end of file while loading room
Version: AGS 3.2.0.103

AGS.Types.AGSEditorException: LoadRoom: unexpected end of file while loading room
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.Lo adNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.Lo adDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.Lo adRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.Co mmandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNo de(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_Node MouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMou seDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.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)
Title: Re: AGS 3.2 now released!
Post by: SSH on 10 Sep 2010, 06:52
Yes I made three games using them. And thank you for your help with music.. CJ.

For further reading: http://americangirlscouts.org/agswiki/Chris_Jones
http://americangirlscouts.org/agswiki/Quentin
http://americangirlscouts.org/agswiki/Onion_Rings
Title: Re: AGS 3.2 now released!
Post by: Sslaxx on 10 Sep 2010, 15:21
Ummm, you say 3.2 has been released but the main site's frontpage still says 3.1.2 and it's only 3.1.2 available for download, not 3.2...
Title: Re: AGS 3.2 now released!
Post by: Gilbert on 10 Sep 2010, 15:55
That's because it's not officially officially released, as we don't have the RAR non-installer version yet.
Title: Re: AGS 3.2 now released!
Post by: GarageGothic on 10 Sep 2010, 16:06
Is there any special reason why the release candidates come as installer EXEs and the RAR file is released later? Would seem to make more sense the other way around - at the moment I have RC1 to 3 as well as the final version in my start menu that I have to uninstall to get rid of. Not a big deal, just seems odd. Is it to make sure that the installer has also been tested?
Title: Re: AGS 3.2 now released!
Post by: xerca on 11 Sep 2010, 21:33
Yes I made three games using them. And thank you for your help with music.. CJ.

For further reading: http://americangirlscouts.org/agswiki/Chris_Jones
http://americangirlscouts.org/agswiki/Quentin
http://americangirlscouts.org/agswiki/Onion_Rings

Chris Jones, yeah. This name is really familiar. I knew this name. I think I'm just bad with abbreviations...
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 19 Sep 2010, 12:42
I agree 100% with GarageGothic.  It's strange to have an installer for a release candidate and then offer up a rar later on when it's final, since most people (myself included) aren't going to want to install and uninstall each rc build.  A non-installer version is ideal anyway since ags functions as a portable program regardless.
Title: Re: AGS 3.2 now released!
Post by: Gilbert on 19 Sep 2010, 14:02
I really dislike this too, as Installers are undoubtedly craps.

However, as far as I remember CJ once mentioned something like the main package had been shifted to the Installer version, with the portable version an alternate choice (just too lazy to dig this up for confirmation). This was to serve the increasing number of users with never O/Ses or something like that (well, as I never used these new O/Ses I never understood why), and so when a version has reached a certain state (somewhere during late Beta or Release Candidates) he prefers to release the thing as an Installer so people can test whether it actually works.

While I personally don't like it this way (and don't understand it either) I think CJ has enough reasons to make this decision, so let's just settle on it.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 19 Sep 2010, 19:56
Quote
I had a crash again 

I posted already here but it was probably overlooked.

It happens sometimes when I click the exit button of the game when started from within the editor. Does noone else have this problem?

When this freeze-up happens, can you still see the game window, or does that disappear but the editor still won't respond? Has it only started happening with 3.2, or did you get this problem with 3.1.2 as well?

Has anyone else had this problem?

Quote
Help.  I've been working on this game for about 2 - 3 years, so it is pretty big by now.  I've been using the latest version of AGS, prior to this new release.  Lately, I've been getting errors about memory and roomload messages when I try to open a room in the editor.

Did you get any error messages the last time you saved the room when it became corrupt?

Quote
LoadRoom: unknown block type 0 encountered in 'room14.crm'
LoadRoom: unexpected end of file while loading room

These errors both indicate that the room file is corrupt. You should have had some sort of error saving the room before this...

Is your game on your hard drive, or is it on some sort of USB stick? Having the files on a USB stick is the only time I've heard of the data not getting written properly.

Quote
Is there any special reason why the release candidates come as installer EXEs and the RAR file is released later?

Beta versions come in a zip file only. The RC releases come in an EXE to test the installer. In theory there should only be one or two RC releases before the release becomes final -- though in practice, it never turns out that way!

Quote
Ummm, you say 3.2 has been released but the main site's frontpage still says 3.1.2 and it's only 3.1.2 available for download, not 3.2...

I'm waiting for Calin to confirm whether there is a problem with the audio in 3.2; although time has passed now, and as the other issues reported in this thread also affect the previous version, I don't think there's anything outstanding now that should stop 3.2 from becoming an official release.
Title: Re: AGS 3.2 now released!
Post by: cianty on 19 Sep 2010, 20:10
I was too lazy to post this before but I am having serious trouble with the audio.

It simply doesn't play after loading a game.

If I had a track playing (repeat), save and then load, the music comes but it ends. I am not sure wheter it simply doesn't repeat (though it should) or if it stops otherwise. Anyways, I do have problems with the audio. :)

Or rather:  :(

I didn't have these problems before (=previous AGS version), but since I rewrote all the code for playing music that is of little help.


EDIT: It does work for some music, but not for all. I will have to look further into this to make sure that this is not related to my programming incapabilities... ::)

EDIT 2: Alright. I have narrowed down the problem to this: mp3s repeat after loading (as they should) and wav files do not. Instead wav files are loaded (properly) but play to the end and then do not repeat. Weird...
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 21 Sep 2010, 01:14
One thing:

check to see if you aren't loading in your waves with an inherited no-loop property.
Title: Re: AGS 3.2 now released!
Post by: cianty on 21 Sep 2010, 10:32
This is the problem:

The file in wav did not repeat.

Then I exported the file to mp3.

I tripple checked both properties. They are explicitly repeated.

I start the game. Play. Load. Then mp3, would load and play, wav would just end.
Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 21 Sep 2010, 17:09
I'm waiting for Calin to confirm whether there is a problem with the audio in 3.2; although time has passed now, and as the other issues reported in this thread also affect the previous version, I don't think there's anything outstanding now that should stop 3.2 from becoming an official release.

Sorry, I'll try and confirm the bug today.

EDIT:

Ok i've isolated the problem.

If an audio type has a fade defined, the fade will override any scripting commands.

so if a music type is set to FastFade with a default volume of 40:

Code: [Select]
AudioChannel *chan = aSound1.Play();
chan.Volume = 10;

The engine will set the volume to 10 but then fade it up to 40.

This is not really a bug but perhaps there should be someway to override the fade.
Title: Re: AGS 3.2 now released!
Post by: subspark on 24 Sep 2010, 16:04
BUG? If two or more animating object's baselines is set to a variance smaller than 4 pixels, the animation of all objects behind the closest one one will pause indefinitely.

Cheers,
Sparky.
Title: Re: AGS 3.2 now released!
Post by: skuttleman on 02 Oct 2010, 06:29
The System.Volume property does not effect the MIDI file I have playing as music, but it does effect the ambient sound playing. Is there some trick to making sure that no audio files or audio types remain uneffected by setting the System.Volume property?
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 02 Oct 2010, 14:44
EXPLODE.

(http://i485.photobucket.com/albums/rr218/ProgZmax/crash.gif)


This happens when importing guis from previous ags versions (including the immediately previous RC) and trying to make them visible.  It results in an insta-crash even with a blank gui (tested).  I tried manually cloning the guis that were crashing in the same game and they open fine with all the same functionality and graphics of the imported ones.  Dave has confirmed that he has run into this issue as well.

My guess is when the guis are exported, their names are set to reference their creation ID position, and when imported into a new game there may not be the same number of guis or same order and therefore the ID is not recognized properly and does a crash.  This is the only explanation I can think of, anyway.


Title: Re: AGS 3.2 now released!
Post by: tzachs on 04 Oct 2010, 21:55
The new audio system is really cool!
However, I didn't find any way to export the audio files.
Is there such a way?
As a workaround I copied the files directly from the AudioCache folder, but I don't think that I can rely on that...
Title: Re: AGS 3.2 now released!
Post by: Ghostlady on 08 Oct 2010, 06:45
I think I figured out what was causing the rooms to get corrupted.  I use Carbonite to backup all my files and I have it set on automatic so that whenever it detects a file change, it goes and copies the file to the server.  When I put the Carbonite on pause, no more corrupt files.  There must of been some conflict when AGS was saving the file and Carbonite was trying to upload it. I was getting really frustrated because room after room was getting corrupted.  I wanted to post this as a warning to other people if they use Carbonite. 

I'll try importing the game again into the new AGS 3.2 this weekend and see how it goes, now that I have all the corrupt files resolved.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 17 Oct 2010, 19:01
Quote
I start the game. Play. Load. Then mp3, would load and play, wav would just end.

Interesting, I'll see if I can reproduce this.

Quote
Ok i've isolated the problem.
If an audio type has a fade defined, the fade will override any scripting commands.

Ah, I see what you mean. It should probably cancel the fade if you manually set the Volume of an audio channel while it is fading.

Quote
If two or more animating object's baselines is set to a variance smaller than 4 pixels, the animation of all objects behind the closest one one will pause indefinitely.

Can you provide an example? It's more likely to be some sort of scripting bug.

Quote
The System.Volume property does not effect the MIDI file I have playing as music, but it does effect the ambient sound playing. Is there some trick to making sure that no audio files or audio types remain uneffected by setting the System.Volume property?

Interesting, it should do. I'll look into it.

Quote
This happens when importing guis from previous ags versions (including the immediately previous RC) and trying to make them visible.  It results in an insta-crash even with a blank gui (tested).  I tried manually cloning the guis that were crashing in the same game and they open fine with all the same functionality and graphics of the imported ones.  Dave has confirmed that he has run into this issue as well.

Hmm thanks for the report, I'll look into it.

Quote
I think I figured out what was causing the rooms to get corrupted.  I use Carbonite to backup all my files and I have it set on automatic so that whenever it detects a file change, it goes and copies the file to the server.  When I put the Carbonite on pause, no more corrupt files.  There must of been some conflict when AGS was saving the file and Carbonite was trying to upload it. I was getting really frustrated because room after room was getting corrupted.

Glad you found the problem, and glad it wasn't an AGS bug :)

Title: Re: AGS 3.2 now released!
Post by: Khris on 28 Oct 2010, 01:33
Looks like there's a minor error in GetWalkableAreaAt()'s manual entry (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42077.0).

The command seems to require room, not screen coordinates.


EDIT:
Oh my, I even actually deliberately set the Viewport to 0,0 during my tests ;D
Somehow then, the fact that the coordinates can be greater than the screen's dimensions led me to that obviously unwarranted conclusion.
Sorry for wasting time.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 28 Oct 2010, 23:20
Hmm, I've checked the code and it does definitely seem to expect screen co-ordinates. Could the problem in that other thread have been due to something else?
Title: Re: AGS 3.2 now released!
Post by: goodohman on 29 Oct 2010, 00:50
Hello and thank you CJ Puma for creating such a wonderfully amazing thing!

I have some remarks re v3.2, some are stuff which I already noticed in 3.1.2 and some are new stuff that I've seen only in 3.2

3.1.2/3.2:

1. Room edit must be opened at least once for its classes (hotspots, objects, etc...) to appear in script completion
2. New rooms above 300 default back to 300 and have to be changed in their properties
3. Room descriptions not saved with templates (bug or feature?)
4. Continuous scaling is not always predictable in regards to walkable area, for e.g. a |y| shaped walkable area spanning from the bottom to the middle of the room, requires a minimum of 10% to be noticed, while in reality only a 75% is required.
5. No consistency when talking/interacting with hotspots - some will walk to automatically, some not. What's the logic?

3.2:

1. Property window stays with old values even if corresponding tree item is deleted
2. if the document pane is not in a "dirty state", then a double click at the output window on an error with a line number reference, will crash the editor (mostly if fast enough, and sometimes in regular speed).
3. Optional sound parameter cannot be passed now :(



..and some wishful thinking:

1. ability to access room instances by pointer (and why not?)
2. automatically group type-based scripts (c# collapsing tree or vb separator line style)
3. allow script (programmable code) access to hotsports/objects/walkables/room properties
4. show description on room tabs besides their number
5. make the same transition for room as was done for audio?!
6. update through intermediary pointer (not only as a function parameter)

Thank you very much!
Be well and happy :)

Title: Re: AGS 3.2 now released!
Post by: Le Woltaire on 23 Nov 2010, 14:02
EXPLODE.

(http://i485.photobucket.com/albums/rr218/ProgZmax/crash.gif)


This happens when importing guis from previous ags versions (including the immediately previous RC) and trying to make them visible.  It results in an insta-crash even with a blank gui (tested).  I tried manually cloning the guis that were crashing in the same game and they open fine with all the same functionality and graphics of the imported ones.  Dave has confirmed that he has run into this issue as well.

My guess is when the guis are exported, their names are set to reference their creation ID position, and when imported into a new game there may not be the same number of guis or same order and therefore the ID is not recognized properly and does a crash.  This is the only explanation I can think of, anyway.



I just tried to update and run into something similar aswell.
however I tried to clone my GUIs manually and it didn't work for me.
Do I have to do this in a specific way?

When I compile and start the game i get:


Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004129F1 ; program pointer is +373, ACI version 3.20.1110, gtags (3,0)

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)"
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 23 Nov 2010, 17:18
By cloning manually I mean literally redoing them from scratch using the bad ones as a reference and then deleting the bad ones.  That was my workaround, anyway.
Title: Re: AGS 3.2 now released!
Post by: Le Woltaire on 23 Nov 2010, 18:42
Yes, I did that exactly.
I deleted all the old ones, then remade them completely from scratch.
But it didn't work for me...

In any case there is a difference in the errorcode isn't it?

In your case:
EIP = 0x00440FB7 ; program pointer is 379, ACI version 3.20.1110, gtags (692,0)

In my case:
EIP = 0x004129F1 ; program pointer is +373, ACI version 3.20.1110, gtags (3,0)

I am not really a programmer so I don't know if this is a difference...
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 24 Nov 2010, 14:21
You may still have a gui showing up that you missed.  Bear in mind, my game crashed when any of the imported guis were made visible.  If they were disabled at runtime I don't think they crashed the game.  Have you tried disabling them all and running it?  Also, you might check general properties to see which gui number is being used for dialogs (if any) and changing that to default temporarily.

 That's about all I've got for you, buddy.  The error EXCEPTION is the same so it should be the same problem occurring at a different point in memory.
Title: Re: AGS 3.2 now released!
Post by: Le Woltaire on 24 Nov 2010, 15:46
I just managed to solve the problem.
It was indeed GUI related as you described.

But I didn't have to remake the GUIs at all in the end.
It simply was the case that in some of the GUIs the background image was set to -1.

When I set it to 0 the game started up, but the GUIs didn't show up, instead of them I saw the blue cup at the side of the GUIs.
Then I changed the background image to 6 (which was a transparent single pixel sprite) and it works now...

Maybe that helps to solve the problem...
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 24 Nov 2010, 19:53
I don't think I had that issue.  The gui backgrounds showed up fine for me, or did your images show up but have the wrong numbers listed for them?
Title: Re: AGS 3.2 now released!
Post by: Le Woltaire on 24 Nov 2010, 19:57
After importing the game, the GUIs with a background were displayed right.

Those without background caused the crashes or were displayed wrong.
I added a transparent backgound sprite to them and it was solved...
Title: Re: AGS 3.2 now released!
Post by: Kaelem Gaen on 04 Dec 2010, 00:11
Wow, I'm behind, is there a reason the main site still says  3.1.2 SP 1  for "current version"
Title: Re: AGS 3.2 now released!
Post by: Gilbert on 04 Dec 2010, 15:45
Not many reasons, but I think that there're still a few rough ends that people have reported recently which aren't fixed yet. Also, it seems that CJ is quite busy ATM to work on it.

If you check the first post, V3.2 is not considered "officially officially" released yet, and so the non-installer RAR version is still absent.
Title: Re: AGS 3.2 now released!
Post by: Kaelem Gaen on 04 Dec 2010, 22:05
Ah okay, thanks for the answer.  I read the first post I must have just missed that bottom part.
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 05 Dec 2010, 04:30
Le Woltaire- I sent you a message about this but my latest editor release corrects the -1 background image bug from the editor.
Title: Re: AGS 3.2 now released!
Post by: Crimson Wizard on 01 Jan 2011, 14:16
I wish to ask a question: what is the latest "official" AGS release and where can I download it? I could miss something because I have not visited forums for about half of year.
Currently, download link on AGS homepage directs to AGS 3.1.2 SP1, but there's 3.2 version available too from this forum thread.  :-\ Was there actual non-beta release of 3.2, or any futher version?

Also, I heard that AGS is now partially open source... does this mean there will be several version threads now developed by different people?
Title: Re: AGS 3.2 now released!
Post by: hedgefield on 01 Jan 2011, 15:32
The latest release by CJ is the 3.2 version that you can download from the first post in this thread. After that CJ made the engine partially opensource because he didn't have enough time to work on it anymore, and I believe a handful of people are building their own versions of AGS now, upgrading things like the room editor and such.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 03 Jan 2011, 17:20
I just managed to solve the problem.
It was indeed GUI related as you described.

But I didn't have to remake the GUIs at all in the end.
It simply was the case that in some of the GUIs the background image was set to -1.

When I set it to 0 the game started up, but the GUIs didn't show up, instead of them I saw the blue cup at the side of the GUIs.
Then I changed the background image to 6 (which was a transparent single pixel sprite) and it works now...

Maybe that helps to solve the problem...

I can't reproduce this, do you have a sample GUF file that I could import to reproduce the problem?
Title: Re: AGS 3.2 now released!
Post by: limeTree on 04 Jan 2011, 03:53
Thanks for the new release! I was really looking forward to it! Cheers!
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 08 Jan 2011, 15:32
I have uploaded a patch here:
http://www.adventuregamestudio.co.uk/acwin.zip

which should fix the crash with GUIs with no background image.
Can one of you with the problem please test with this patch and see if it is fixed?
Title: Re: AGS 3.2 now released!
Post by: TheJBurger on 09 Jan 2011, 07:14
Chris,

I installed the patch.

Whenever I run the game I get a security warning that the publisher could not be verified. If I click OK, the game runs as normal. If I click CANCEL I get this error:

Code: [Select]
Error: The operation was canceled by the user
Version: AGS 3.2.0.103

System.Exception: The operation was canceled by the user ---> System.ComponentModel.Win32Exception: The operation was canceled by the user
   at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- End of inner exception stack trace ---
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
Title: Re: AGS 3.2 now released!.... music issue
Post by: barefoot on 09 Jan 2011, 09:04
Hi

when I import music into 3.2 an error states that the file is being used by another process.. any ideas?

cheers

barefoot
Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 09 Jan 2011, 09:06
Does it do it for all music or just that file?
Title: Re: AGS 3.2 now released!
Post by: barefoot on 09 Jan 2011, 09:13
Hi Calin

Strange... i made sure music file was in AudioCache folder...

Anyhow, I shut the game down and restarted... opened it up again and played the game... music now plays....

Not sure why????

Best idea ever to use file names rather than 1 2 3 etc...

Bit weird.. I have just started using 3.2 so i will experiment some more.

barefoot

Title: Re: AGS 3.2 now released!
Post by: barefoot on 09 Jan 2011, 09:18
Hi

It seems to import ok now...  maybe just a first time opening bug.. not sure?

anyhow... will try Sound and Ambient next...

Good so far CJ

** had to restart AGS for another music clip..

barefoot

Title: Re: AGS 3.2 now released!
Post by: Calin Leafshade on 09 Jan 2011, 09:31
thats the reason, you dont *store* your music files in the AudioCache folder

That folder is for the internal workings of AGS, thats where is caches the file from their original location.

load your music files from elsewhere
Title: Re: AGS 3.2 now released!
Post by: T-Pr on 09 Jan 2011, 10:25
Finally , i really want to try the new audio system.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 09 Jan 2011, 17:31
Whenever I run the game I get a security warning that the publisher could not be verified. If I click OK, the game runs as normal. If I click CANCEL I get this error:

This is probably because Windows remembers that you downloaded it from the internet.
You should be able to right-click on the ACWIN.EXE, do Properties, and then there should be an Unblock button to stop it doing this.

Quote
Strange... i made sure music file was in AudioCache folder...

Anyhow, I shut the game down and restarted... opened it up again and played the game... music now plays....

As Calin says, do NOT put your music in the AudioCache folder. AGS will copy it there automatically when you import it, you should never put files in the AudioCache folder yourself.
Title: Re: AGS 3.2 now released!
Post by: monkey0506 on 11 Jan 2011, 02:56
To prevent this confusion, would it be a viable option for AGS to simply make the AudioCache folder a hidden folder? The more tech-savvy users likely have hidden folders viewable..and for users who aren't as inclined, it might help save them the time of making this mistake.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 12 Jan 2011, 21:33
Interesting idea, I'm not sure about this. It might be good to have it as a hidden folder, but that could cause other issues with people not backing it up or wondering why their game folder was so large in size when they couldn't see any audio files.
Title: Re: AGS 3.2 now released!
Post by: Shane 'ProgZmax' Stevens on 13 Jan 2011, 06:45
I suppose an alternative would be to allow the editor to scan the audicache folder and auto-import any files placed there, provided they are of a compatible format (or remove any that have been deleted).  An option could be added to the audio section of the editor just for this purpose.  The upsides would be that people could now toss their audio directly into the folder and load it in en masse rather than load the files separately, and this would eliminate potential errors and misunderstandings particularly from users of the legacy ags versions that allowed the direct copy of sound and music into folders.  This also wouldn't affect the basic operation of importing the files individually as long as the audiocache did a quick refresh between compiles.  The only real consideration would be requiring two folders inside of audiocache, one for music and one for sounds, so the editor would be able to discern them.

WHAT SAY YOU?
Title: Re: AGS 3.2 now released!
Post by: subspark on 13 Jan 2011, 08:30
Interesting, but I wouldn't want AGS deleting anything without considerable warning. AGS's AudioCache folder has in fact saved us on many occasions where source files went missing.

Still a good suggestion, but I also would like AGS to handle resources from locations external to the project folder. We have a huge pool of final game assets that are created from a huge library of commercial data. I would like to see AGS handle music, speech and sound from a directory of choice, rather than force a double-up of game media.

Cheers,
Sparky.
Title: Re: AGS 3.2 now released!
Post by: Pumaman on 13 Jan 2011, 19:13
I suppose an alternative would be to allow the editor to scan the audicache folder and auto-import any files placed there, provided they are of a compatible format

Thinking about this some more, it's probably just best left alone. There probably won't be many people who make this mistake, and if they do they can be pointed in the correct direction. It's probably not worth making major changes to the way the audio import works when this may just be an isolated misunderstanding.