Adventure Game Studio

AGS Development => Engine Development => Topic started by: Crimson Wizard on Tue 05/03/2013 12:57:08

Title: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Tue 05/03/2013 12:57:08
I had a short conversation with tzachs, first asking him if he is going to make a final 3.2.2 release, but he suggested we release our github version as a new Beta.

What is this AGS 3.3.0?
Editor remains the same since 3.2.2 beta (http://www.adventuregamestudio.co.uk/forums/index.php?topic=46378.0). One of its internal components (we should refer it as "game compiler") underwent numerous changes in the process of engine rewrite (mainly because they share same source code), so it would be worth to test how games are compiled and run.
I think it is also valid to add minor features, that do not take much time to implement (recent Calin's addition (http://www.adventuregamestudio.co.uk/forums/index.php?topic=47768.0), in particular).

Engine was partially rewritten, but should run all the same from game dev & player's perspective.
There are some pending changes by s_d (http://www.adventuregamestudio.co.uk/forums/index.php?topic=46152.msg636447096#msg636447096), which are particulary important for Linux port, so we perhaps should wait for them.

Windows release should be accompanied by releases for each respective platform. JJS is building daily builds all the time, hopefully he will help here. I know that scotchchiefbaker was making a "universal" Linux distributive, perhaps we should add that too?

We should not forget to keep the PDB file for Windows release, for the reasons explained here (http://www.adventuregamestudio.co.uk/forums/index.php?topic=47162.0).

Since the new engine can now run older games (to some degree), this should be mentioned, and probably some tests done as well. This is more important for ports, but Windows version may be used to test this too.

We need CHANGELOG....



Preliminary release (Windows only) as of 22th march 2013:
http://www.mediafire.com/?7tyq75kre5nzm0z

Preliminary release of 29th march 2013 (with some fixes):
http://www.mediafire.com/?9bqawlni21hkoo9
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: s_d on Tue 05/03/2013 18:22:22
Quote from: Crimson Wizard on Tue 05/03/2013 12:57:08
There are some pending changes by s_d (http://www.adventuregamestudio.co.uk/forums/index.php?topic=46152.msg636447096#msg636447096), which are particulary important for Linux port, so we perhaps should wait for them.

Yes, still in-progress, and I apologize for the wait.  It's tricky stuff where I'm looking  :)
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 13/03/2013 13:27:04
Changelog draft, based on SVN commit logs and tzach's forum post.

REVISION HISTORY
================
VERSION 3.2.2, July 2012:

Following changes made by Tzach Shabtay, unless noted otherwise.

Features:
- Added folders for characters, dialogs, inventory items, guis, rooms, scripts and views.
- Added new menu items for all folders to move up/down.
- Added the ability to drag/drop files to be before other files.
- Added highlights for drag&drop and auto-expand folders on hover during drag&drop.
- Script and header files are now combined into one and can be expanded/collapsed, similar to room settings & script.
- Removed the context menu commands to move script modules up/down, this can now be done with drag/drop (and not only for scripts). The script dependency rule remains the same (lower scripts can import symbols from upper ones, but not vice versa).
- Removed the "exclude script" option. [NOT SURE, WAS IT LEFT LIKE THAT? NEED TO CHECK]
- The "Sort room by number" now sorts within folders. [NOT SURE, WAS IT LEFT LIKE THAT? NEED TO CHECK]
- Added a menu item to find all usages for characters, dialogs, views,inventory items and global variables.
- Added a menu item for almost all document tabs, to navigate to their node on the project tree.
- Added "Goto line" dialog from script editor via shortcut Ctrl+G (and changed existing shortcuts to open global script & header to Ctrl+Shift+G/H).
- Added keyboard shortcut (Ctrl+M) to switch between header and source.
- Objects, characters and edges can now be moved with the arrows in the room editor.

Plugin Support:
- ISourceControlProvider interface for editor plugins to define your own source control provider (Michael Rittenhouse).

Mono Support:
- Partially disabled some features only when running with Mono, since I couldn't see a way to code them without the
  Win API:
   - Breaking in debug will not automatically set the editor to the foreground, the user might have to click on the window.
   - Notifying the user on file changes externally if the editor is in focus will not happen. It will happen when
     the window is activated, so I hope it won't be too annoying.

Bug Fixes:
- Fixed crash clicking in margin of dialog editor (Chris Jones).
- Fixed RGB colour picker not working in 256-col games with colour numbers > 32 (Chris Jones).
- Fix for: when moving an object after zooming in and out, the floating co-ordinates no longer appear next to the object.
- Fix for: Find Results did not go to the specific line when clicking on one of the found symbols. [WAS THIS A BUG IN 3.2.1 OR INTERMEDIATE SUBVERSION?]
- Fixed "Go-to definition" on global variables in script editor didn't do anything. It will now open the global variables editor and select the global variable.
- Fixed one extra "x" buttons on find results, callstack and output panels. [WAS THIS A BUG IN 3.2.1 OR INTERMEDIATE SUBVERSION?]

EDIT: removed changes not seen from user's perspective.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 13/03/2013 14:27:07
More changelog draft.
I don't know, should I note developer name for every change, or just list current development team?

REVISION HISTORY
================
VERSION 3.3.0, ?-?-? 2013:

AGS Engine underwent significant rewrite, with primary aims being better multi-platform compatibility and backwards-compatibility. Complete list of related changes is too vast to cite them here, a detailed documentation is provided in the form of the git log at this repository: https://github.com/adventuregamestudio/ags (Bernhard Rosenkraenzer, Cristian Morales Vega, Jochen Schleu, Ivan Mogilko).

Engine Ports:
- Android port (Jochen Schleu).
- iOS port (Jochen Schleu, Janet Gilbert).
- Linux port (Bernhard Rosenkraenzer, Jochen Schleu, Scott Baker, Shawn Walker, Tobias Hansen, Tom Vandepoele).
- PSP port (Jochen Schleu).

Features:
- Engine can now run games of older versions, starting from 2.50. The level of compatibility varies (Jochen Schleu, Ivan Mogilko). [WHO ELSE WAS INVOLVED HERE?]
- Engine prints startup, shutdown and error notifications to the log file (Ivan Mogilko).
- Engine supports graphic scaling up to x8. If no scaling filter is defined in configuration file, engine will choose scaling automatically, trying to match current user's screen resolution (Tobihan Hansen).
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Wed 13/03/2013 14:58:52
berolinux is Bernhard Rosenkraenzer.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sat 16/03/2013 16:16:37
Preliminary editor package (Windows only, 11.5 MB in archive, 30 MB unpacked):
http://www.mediafire.com/?spm2y64et0r2dfz

It's larger than usual AGS distributive, because I placed acwin.pdb there (you need one to read crash dumps, I figured it may be safer to just add one to distributive, this way it won't get lost).
Please tell, if that at least runs for you :).

I think we may take engine ports from JJS's daily builds: http://jjs.at/daily/
What about Linux port? Should there be a package, or we just tell Linux users to build engine themselves?
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Sat 16/03/2013 16:45:24
Once it is clear what exactly AGS 3.30 is, we can provide a source archive for the users. Also an ags+libraries archive which is intended for game distributors. I find it confusing that you call the version 3.30.0 in git, 3.3.0 in this thread and 330 in the file name of the Windows package.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sat 16/03/2013 16:58:17
Quote from: BigMc on Sat 16/03/2013 16:45:24I find it confusing that you call the version 3.30.0 in git, 3.3.0 in this thread
Yes, there's a difference in how engine and editor call the version. The editor uses X.X.X.XXX format while engine uses X.XX.XXXX format, for example 3.2.1.111 and 3.21.1115. I seem to forget about this. We need to bring this to consistency somehow.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Sat 16/03/2013 17:02:06
Call both 3.30.0?
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sat 16/03/2013 17:23:09
Quote from: BigMc on Sat 16/03/2013 17:02:06
Call both 3.30.0?
Why not 3.3.0? Editor's format is more recognized by users.

EDIT: Hmm, looking in the past versions, the version format was a bit inconsistent over time. For example, there were AGS 2.61, 2.72 etc, bit also AGS 2.7.
Starting from AGS 3 editor versions are named consistently X.X.X, but engine version kept older variant, probably for compatibility reasons.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Sat 16/03/2013 17:48:56
Because 30 > 21 > 3 and we don't want to go backward.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sat 16/03/2013 17:58:40
Quote from: BigMc on Sat 16/03/2013 17:48:56
Because 30 > 21 > 3 and we don't want to go backward.
My question is: was it 21 or 2.1. The editor was clearly named "3.2.1". Engine could retain X.XX format for compatibility with older version-check logic. But this is not a big problem to find another solution for that.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Sat 16/03/2013 23:42:35
It was both 21 and 2.1 before and 30 is larger than both 21 and 2.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sun 17/03/2013 00:15:02
Quote from: BigMc on Sat 16/03/2013 23:42:35
It was both 21 and 2.1 before and 30 is larger than both 21 and 2.
Sorry, I don't understand what you mean by that.
My question is: what convention should next version follow: AGS 2.* convention (with AGS being called X.XX) or AGS 3.* convention (with AGS being called X.X.X).
If it will be 3.30, it will break 3.* convention, and be confusing for users (jumping from 3.2.1 to 3.30 ?).
If it will be 3.3.0, it will require write extra compatibility code to properly init/compare engine version. Also defining a certain rule for increasing version numbers.
Personally, I am inclined towards 3.3.0 more.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Joseph DiPerla on Sun 17/03/2013 00:36:48
I like the x.x.x personally. The Last x can be a minor revision or minor bugfixes. The middle x can be a major revision. If there are enough changes that make it a super revision, then the first x can move up to the next version of AGS, eg: X.0.0. Thats my personal preference anyway. But its really up to the developers so...
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Sun 17/03/2013 00:42:17
As someone working on a Linux distribution I think the only important thing about version numbers is that they are strictly increasing. If the previous version really was 3.2.1 and not 3.21, maybe 3.3.0 is ok, but I would use 3.30 to be sure.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Sun 17/03/2013 00:55:52
Hmm, I see... this makes sense too, now when there were those port releases.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Snarky on Sun 17/03/2013 09:08:49
This really seems like a non-issue to me.

The version numbers are the same, it's just a difference in display formatting. In the X.XX scheme you only have one dot for version-number separating (with another for builds just used internally), and the numbers after should be read as fractional digits, so 3.21 is update 2, revision 1 of AGS version 3, just the same as 3.2.1 in the other format. (That means that you can't have more than 10 smaller versions for each bigger version, which I'm sure was never a problem when CJ was developing the app, but might be more of a constraint in an open-source model.) If you think it's such a problem that it's displayed differently in different contexts, just pick one. But if you go with the X.X.X format, it should logically be 3.3.0, as 3 is the next version after 2.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: selmiak on Sun 17/03/2013 12:20:50
just go with 3.30.0, then everybody is happy.
As a normal user I'm used to the x.x.x versionnumbering, so either 3.3.0 or 3.30.0 is no biggie though I would be wondering about the jump from 3.2.x to 3.30.x for at least 10 seconds and then accept it, as it is, as I now have the most up to date version and then continue making games ;)
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: s_d on Mon 18/03/2013 01:45:57
I vote for either "3.30.0" or "3.3.0".  I understand the desire to keep version numbers monotonically increasing.  I, personally, like "3.3.0" style better.  Perhaps we can all bust our asses to help CW refactor for another game library (A5, SFML, SDL, whatever) and bump to major version 4 to leave the mess behind...  ;)

Quote from: Crimson Wizard on Wed 13/03/2013 14:27:07

- Linux port (Bernhard Rosenkraenzer, Jochen Schleu, Scott Baker, Tobias Hansen). s_d, please confirm your name is Denis Shanygin ;) (peeked in your git account);


Should we acknowledge EvilTypeGuy (Shawn Walker) and Electroshokker (Tom Vandepoele) in the Linux credits?  They kinda carried the torch for all of us penguin fans, and it would make me feel better to see their contribution acknowledged, somehow (regardless of how much or little of their code we're still using).

Regarding my name... good sleuthing CW!  However as talented as Denis may be, I am not him (and I do not know him).

Ah, so we have to use real names?  I kind of don't like that. It's not that I'm anybody special (I'm not).  If it is for taking credit for changes, then I don't care about that.  I just want Linux gamers to be able to have a really good adventure gaming experience.  If it's for accountability, then I understand.  I guess I can be public, though I usually try not to.

Nice to (virtually) meet you folks  :)
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: SpeechCenter on Mon 18/03/2013 06:48:06
I don't know if it's only my machine or something more general, but when I try to run the beta I get on startup System.AccessViolationException, the stack trace shows it comes from initialize_native() (which is called by AGS.Native.NativeMethods.Initialize())

If I replace AGS.Native.dll with the one from AGS 3.2.1 everything works fine.

The system is a fully patched Windows 7 Home Premium SP1 64 bits.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Mon 18/03/2013 07:36:04
Quote from: s_d on Mon 18/03/2013 01:45:57
Should we acknowledge EvilTypeGuy (Shawn Walker) and Electroshokker (Tom Vandepoele) in the Linux credits?  They kinda carried the torch for all of us penguin fans, and it would make me feel better to see their contribution acknowledged, somehow (regardless of how much or little of their code we're still using).
I didn't know Shawn Walker gave his code for AGS. I thought that guy just wrote some library, that Chris Jones used. Ok, I'll add them too.

Quote from: s_d on Mon 18/03/2013 01:45:57
Regarding my name... good sleuthing CW!  However as talented as Denis may be, I am not him (and I do not know him).
Whoops! Probably mistyped the github username. I'll fix the credits then.

Quote from: s_d on Mon 18/03/2013 01:45:57
Ah, so we have to use real names?  I kind of don't like that. It's not that I'm anybody special (I'm not).
It's not about making anyone special... Well, everyone has personal opinion on that. For me, I like "human" names more, because they are... hmmm, "human" :)?
Forum nicknames may be good inside community, But I always thought it is a bit silly to use them when you release your work to wider audience.
Of course nobody forces to agree to this, if you don't like to use your real name, I'll put a nickname or pseudonym or whatever.





Quote from: SpeechCenter on Mon 18/03/2013 06:48:06
I don't know if it's only my machine or something more general, but when I try to run the beta I get on startup System.AccessViolationException, the stack trace shows it comes from initialize_native() (which is called by AGS.Native.NativeMethods.Initialize())
Eh, bad. I'll check this out.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 20/03/2013 11:43:31
Well, I can't say I like this, but I think I am going for version 3.30.0  :-X. I know, there's a touch of absurd in this, but it's not good to have engine minor version 3 after 21 either (and this will cause complications when detecting compatible game versions). This is a compulsory measure, hopefully it won't hurt anyone too much.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Snarky on Wed 20/03/2013 12:37:02
Well, I don't like that it means we're stuck with incrementing the sub-version number by 10 every update until AGS v4, but as long as it's understood that it's strictly a workaround for backwards compatibility, and that the version is really 3.3.X, I guess it doesn't really matter.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 20/03/2013 12:49:20
Quote from: Snarky on Wed 20/03/2013 12:37:02
Well, I don't like that it means we're stuck with incrementing the sub-version number by 10 every update until AGS v4,
No, of course not! We may increase it by 1 as before. It's only about making single leap to 3.30.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Snarky on Wed 20/03/2013 14:30:32
Ugh, so the version progression would go (conceptually, whether or not all these versions exist):

3.1
-3.11
-3.12
-...
3.2
-3.21
-3.22
-...
3.30
-3.30.1
-3.30.2
3.31
-3.31.1
-3.31.2
-...

That's fucked up.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 20/03/2013 15:08:27
Not exactly...

-----> real previous AGS versions:
3.0.0
- 3.0.1
3.1.0
- 3.1.1
3.2.0
- 3.2.1
- 3.2.2
-----> jump
3.30.0
- 3.30.1
- 3.30.2
3.31.0
- 3.31.1
- 3.31.2
3.32.0
etc

The internal engine version will receive 1 extra digit (3rd). That's true.
But this inconsistency started with the change to 3rd AGS generation. 2nd generation editor & engine had same version format, like 2.61 or 2.72.
3rd generation editor was 3.2.1, but the engine was 3.21...


EDIT: Oh, well, I can't say I like this too. Maybe we could leave everything as it is (different format styles)....
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Snarky on Wed 20/03/2013 15:57:23
My point was that if we'll be having updates like 3.31, it's confusing and ugly because it's not just a "very small" update on 3.30 (the way going from 3.2 to 3.21 was), but a whole sub-version increment. And it implies that there've really been 30 previous major versions of AGS 3.

My take on it:
-3.21 and 3.2.1 are the same thing, just displayed differently.
-It's better to fix the inconsistency than to leave it.
-In formal and internal representations, the best version format is X.X.X.XXXX. The next version should then be 3.3.0.XXXX.
-If having the version progression go from 3.22 to 3.3.0 causes real, technical problems, it might be defensible to represent 3.3.0 as 3.30.0, just as a workaround.
-In that case, it should increment by 10 whenever it's updated, because the trailing 0 is just for convenience. So we would have 3.30.X followed by 3.40.0 (unless going straight to 4.0.0)

Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 20/03/2013 16:10:43
Ok, sorry, this was complete bullshit. don't know what I was thinking.....
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Thu 21/03/2013 18:54:40
Ok, so.
The engine will treat previous X.XX.XXXX versions as X.X.X.XXXX.
To clarify:
Version 2.72.XXXX will be read and compared as 2.7.2.XXXX
Version 3.21.1115 will be read and compared as 3.2.1.1115

New version will be 3.3.0.1130).

This may cause some confusion for ppl who used ports (where they judged version only be engine output), but the engine did not change version since, and there wasn't any version numbers history, other than the date of build.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Snarky on Thu 21/03/2013 20:15:15
 ;-D (nod) :P
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Thu 21/03/2013 21:20:59
Updated distribution:
http://www.mediafire.com/?7tyq75kre5nzm0z

What has changed: consistent version number, also fixed and expanded credits in the Changes.txt.

@SpeechCenter, unfortunately I could not find anything suspicious in AGS.Native initialization function. If it still crashes for you, perhaps I could make a version with logging, unless you can run it under debugger?

What is left to do in editor:
1. Update version and "What's new" on Welcome Screen. I really hope tzachs can do that, because he did latest features to the editor.
2. Update version in help file. I need to remember how this is done. Hopefully one just need to edit an html file?
3. The Splash bitmap! Any idea was there a source image with layers? It won't be very easy to change the version numbers right on BMP.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: SpeechCenter on Fri 22/03/2013 02:33:18
Ran it again, same result.
Unfortunately running it under the debugger does not reproduce the problem so it's probably something uninitialized and since this happens right at the beginning I can't attach to the process before the exception occurs. Note that AGS.Native was not built with debug symbols so even if we work around it, like adding a message box before loading the dll, debugging would not be easy (though I hope it still reproduces after adding debug symbols).

I also tried moving the msvc DLLs out of the directory so it uses the system ones but the problem doesn't go away.

Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Fri 22/03/2013 08:06:44
Here are debug versions of Native and Editor exe, also added some message boxes:
http://www.mediafire.com/?uxt04sp0uu88tmp
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: SpeechCenter on Fri 22/03/2013 09:23:49
Seems to have trouble loading the DLL (even though I supplied it the debug versions of VC runtime).
Can you try building AGS.Native with symbols but in release?
(I would have tried building it myself but VC 2008 is currently not installed and I don't want to change something that will cause this error to magically disappear)

The good news is that attaching to the process after the second message box reproduces the problem. I suspect it might have something to do with stricmp and agsfnt0.ttf, but I didn't check this thoroughly.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Fri 22/03/2013 09:40:05
Here: http://www.mediafire.com/?rpim6o9kfn50b2k
(hopefully I did the right thing)


EDIT: I think I found it :) thanks for the info about *.ttf and stricmp. I will make a new build shortly.
You were right about uninitialized thing.... urgh.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Fri 22/03/2013 10:07:31
SpeechCenter, please test this one: http://www.mediafire.com/?gjy59ouzxchx28e
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: SpeechCenter on Fri 22/03/2013 14:08:54
Haven't tested it yet, but I also debugged it, the problem that I see is that _assetLib.AssetCount is not initialized to 0 so AssetManager::FindAssetByFileName goes into the loop if the value is above 0 (since it's random, sometimes it's negative so it doesn't go into the loop). Anyway, I'll take your new build now and test it.

Edit: Just ran it, seems to work fine, wondering if you fixed it the same way I thought it should :)
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Fri 22/03/2013 14:28:42
Quote from: SpeechCenter on Fri 22/03/2013 14:08:54
Edit: Just ran it, seems to work fine, wondering if you fixed it the same way I thought it should :)
Yes, it appears I forgot to add constructor to AssetLibrary. Just slipped out of my mind.
(Unlike C#, C++ does not init members with 0s or nulls)
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Shane 'ProgZmax' Stevens on Wed 27/03/2013 18:48:51
This version appears to be incompatible with the agsjoy.dll Wyz made.  I get illegal exceptions whenever it tries to use any functions from agsjoy and crashes back to the editor.  I don't know whether this is some internal issue with the way the dll was made (specific to the 3.2 version?) or if you changed how plugins and dlls are accessed.  I would ask wyz but I haven't seen him in awhile.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Wed 27/03/2013 20:59:29
Quote from: Shane 'ProgZmax' Stevens on Wed 27/03/2013 18:48:51
This version appears to be incompatible with the agsjoy.dll Wyz made.  I get illegal exceptions whenever it tries to use any functions from agsjoy and crashes back to the editor.
Hmm, I tried running Joystick Tutorial and am getting this error instead:
Quote
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.3.0.1130)

Error: Error running function 'room_AfterFadeIn':
Error: invalid pointer type for object function call: 11

Note: I don't have real device, so I had to use virtual joystick driver (http://headsoft.com.au/index.php?category=vjoy).
If I don't have any joystick installed, I am getting in game message, telling me about this, so, it looks like at least "JoystickCount" function is working properly.


EDIT: Ok, there's certain mistake in the code, I'll look into fixing that.
EDIT2: And, yes, I've got an illegal exception with some functions too.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Thu 28/03/2013 22:49:38
Updated version:
http://www.mediafire.com/?9bqawlni21hkoo9

Fixes:
- crash in AGS.Native.dll, reported by SpeechCenter;
- problems when working with some plugins (e.g. agsjoy.dll), reported by ProgZmax

Regarding the latter, I tested AGS Joystick Tutorial game. Please tell if there are any problems with the game you were making.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Shane 'ProgZmax' Stevens on Mon 01/04/2013 04:34:41
Works fine now, nice work!
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Mon 01/04/2013 22:42:50
Ok, then, I will probably make a proper distributive tomorrow. Although I thought it would be nice to release beta 1st April; maybe we will do that next year ;).
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Tue 02/04/2013 17:43:27
Are there any people who have a grasp on licenses stuff?
Following is license agreement from the AGS 3.2.1 setup program. What change should be made there to reflect current situation?
Quote
Adventure Game Studio Engine and Tools
Copyright (c) 1999-2010 Chris Jones.

It is recommended that you do not install this to the same folder as
any previous versions of AGS, in case you need to go back for some reason.

THE SOFTWARE IS PROVIDED "AS-IS'' AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.

IN NO EVENT SHALL CHRIS JONES BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

NO MONEY WHATSOEVER MAY BE CHARGED FOR ADVENTURE GAME STUDIO UNLESS EXPRESS WRITTEN PERMISSION IS GIVEN BY THE AUTHOR. IF YOU PAID FOR THIS, THE SELLER IS BREACHING THE TERMS OF DISTRIBUTION OF THIS APPLICATION.


This setup program is Inno Setup v5.2, an excellent freeware
installer. Copyright (C) 1997-2007 Jordan Russell, all rights reserved.

AGS is an adventure game creation system. As such, it is provided to you in good faith by the author. Chris Jones cannot be held responsible for the contents of any works created with AGS, including but not limited to any which infringe on copyright, are libellous or contain offensive material. Please use AGS responsibly.

AGS allows user-made "Plugins" to be incorporated into games created by the system. These Plugins can access all standard Windows functionality and are therefore not protected from system functions as the scripting language is. Chris Jones cannot be held responsible for any Plugins for AGS which you use in your game. Any problems with the Plugin should be addressed to its author.

You must accept these terms and conditions before proceeding with installation.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Khris on Tue 02/04/2013 19:45:12
I just tried the beta; what happened to the editor option to display the project tree on the left...?
It was the very first thing I wanted to do with AGS 3.3 and it's gone.  8-0
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Tue 02/04/2013 19:55:01
Quote from: Khris on Tue 02/04/2013 19:45:12
I just tried the beta; what happened to the editor option to display the project tree on the left...?
It was the very first thing I wanted to do with AGS 3.3 and it's gone.  8-0
:) tzachs made docking panels. Now you may drag and drop them around the main window. Also pin/unpin them.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Khris on Tue 02/04/2013 20:33:21
Alright, that's why! Apologies for my ignorance. Great stuff, I docked the properties next to the tree and it is already much nicer to work with.
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Tue 02/04/2013 20:37:52
Quote from: Crimson Wizard on Tue 02/04/2013 17:43:27
Are there any people who have a grasp on licenses stuff?
Following is license agreement from the AGS 3.2.1 setup program. What change should be made there to reflect current situation?

It should state the license and where to get the source code. The paragraph "NO MONEY WHATSOEVER MAY BE CHARGED..." should be removed. It contradicts the Artistic License 2.0 which allows a distribution fee.

Personally I would remove all the text in caps, because there is no reason anybody could imply a warranty anyway. Or replace it by something shorter like "This package is distributed without any warranty, without even the implied warranty of merchantibility or fitness for a particular purpose."
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: Crimson Wizard on Tue 02/04/2013 22:33:05
I came with this:
Quote
Adventure Game Studio Engine and Tools
Copyright (c) 1999-2011 Chris Jones and 2012-2013 various contributors.

It is recommended that you do not install this to the same folder as any previous versions of AGS, in case you need to go back for some reason.

The software is provided under Artistic License 2.0 (http://www.opensource.org/licenses/artistic-license-2.0.php).
This is an open source software, its source code is available at https://github.com/adventuregamestudio/ags.

This package is distributed without any warranty, without even the implied warranty of merchantibility or fitness for a particular purpose.

This setup program is Inno Setup v5.5.3 (http://www.innosetup.com), an excellent freeware installer. Copyright (C) 1997-2013 Jordan Russell, portions copyright (C) 2000-2013 Martijn Laan, all rights reserved.


AGS is an adventure game creation system. As such, it is provided to you in good faith by its authors. Neither Chris Jones nor any of the contributors can be held responsible for the contents of any works created with AGS, including but not limited to any which infringe on copyright, are libellous or contain offensive material. Please use AGS responsibly.

AGS allows user-made "Plugins" to be incorporated into games created by the system. These Plugins can access all standard Windows functionality and are therefore not protected from system functions as the scripting language is. Neither Chris Jones nor any of the contributors can be held responsible for any Plugins for AGS which you use in your game. Any problems with the Plugin should be addressed to its author.

You must accept these terms and conditions before proceeding with installation.


Here's the test installer:
http://www.mediafire.com/?bfxww04956jh40z
Title: Re: Preparations for AGS 3.3.0 Beta
Post by: BigMc on Tue 02/04/2013 23:48:16
Quote from: Crimson Wizard on Tue 02/04/2013 22:33:05
I came with this:

Looks good, exept maybe the last sentence (unnecessary) and the extra newline after the Inno Setup paragraph. The Inno Setup paragraph is also the least important one. I would move it to the end.