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AGS Support => AGS Engine & Editor Releases => Topic started by: Crimson Wizard on Mon 15/12/2014 18:36:20

Title: AGS 3.3.3
Post by: Crimson Wizard on Mon 15/12/2014 18:36:20
AGS 3.3.3 released
*** Download as installer *** (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.3.exe)
*** Download as ZIP archive *** (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.3.zip)
--- NO-MP3 engine variant --- (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.3-noMP3.zip)

AGS source code central repository (https://github.com/adventuregamestudio/ags)
Debug symbols database (for analysing crash dumps) (http://www.adventuregamestudio.co.uk/finals/PDB_3_3_3.zip)

Please, read "Upgrading to AGS 3.3" topic in the manual that comes with this version before upgrading your game project to 3.3.0 - 3.3.3! It contains important information on few potential problems you may encounter.

Released: 31th December 2014

Previous version: AGS 3.3.2 forum thread (http://www.adventuregamestudio.co.uk/forums/index.php?topic=51051.0)


This is a very small release, containing only couple of changes and bug fixes.


Changes since version 3.3.2:

Features:
* "Number dialog options" game setting now let you choose between "Disable", "Keyboard shortcuts only" and "Draw numbers and use keyboard shortcuts" instead of being just "on"/"off". Default for new projects is "Disable", but when importing old projects "off" value is interpreted as "Keyboard shortcuts only", because that is how it worked in previous versions of AGS.
* The built-in shortcut for showing runtime information has been changed from "Ctrl + V" to "Ctrl + Alt + V".

Bug Fixes:
* Fixed division by zero and color value overflow cases in alpha blender.
* Fixed voice audio breaking playing on very rare occasions when clip format is OGG or MP3. The fix is imperfect, and there's very short pause occuring at same point of playback. The voice will continue playing though.
* Fixed character walking in hi-res games when the destination has negative Y coordinate.
* Fixed black borders not drawn in screen corners by Direct3D renderer.

Compatibility:
* Corrected interpretation for games made with AGS 3.0 - 3.2 to let them assign empty loop in SetObjectFrame().

Engine log:
* Do not log out supported gfx modes twice if the secondary color depth is equal to primary one (e.g. for 8-bit games).
Title: Re: AGS 3.3.3 Pre-Release
Post by: Crimson Wizard on Tue 16/12/2014 18:17:47
Updated with following fix:

* Fixed character walking in hi-res games when the destination has negative Y coordinate.
Title: Re: AGS 3.3.3 Pre-Release
Post by: Crimson Wizard on Sun 28/12/2014 02:17:40
Updated again with following fix:

* Fixed black borders not drawn in screen corners by Direct3D renderer.

This is a very old bug that makes parts of room show through borders at the screen corners, when you have both side- and top/bottom borders at once.
Title: Re: AGS 3.3.3 Pre-Release
Post by: cat on Mon 29/12/2014 13:16:58
Probably not the right place to post it, but I didn't want to start a new thread for this:

I finally have time to work on a game again and wanted to also update AGS to the latest version. But the problem is - which is the latest version? There is AGS 3.3.2, AGS 3.3.3 and AGS 3.4.0.2, all in separate threads. It would be great if there was a sticky topic that links to all current versions and explains, which one should be used.

I know that testing is essential for getting a good software, so I would also use an alpha or beta version, if it is stable enough. It would just be great to provide game developers with a recommendation which build to use.
Title: Re: AGS 3.3.3 Pre-Release
Post by: Crimson Wizard on Mon 29/12/2014 21:44:22
Quote from: cat on Mon 29/12/2014 13:16:58
I finally have time to work on a game again and wanted to also update AGS to the latest version. But the problem is - which is the latest version? There is AGS 3.3.2, AGS 3.3.3 and AGS 3.4.0.2

AGS 3.3.2 is the latest official release. 3.3.3 is the upcoming update to that (hopefully released very soon). 3.3.* is a line of stable releases now.
As you may notice, 3.3.2 topic is a sticky in this forum. Also, AGS homepage refers to 3.3.2 as latest version.

AGS 3.4.0 is an alpha version in development. It may be used, but we don't give guarantees it works properly yet. We are making updates to that periodically.

If you like stable version, use latest 3.3.* version.

If you want newest features at the cost of some risk, take 3.4.0.*.
All superceding 3.4.0.* versions will have latest 3.3.* content included.
Title: Re: AGS 3.3.3 Pre-Release
Post by: cat on Tue 30/12/2014 14:58:20
Thanks for the clarification, I guess I'll use the 3.3.2 installer for now and have the 3.4.0 separately to try the new features.
Title: Re: AGS 3.3.3 Pre-Release
Post by: Gurok on Tue 30/12/2014 22:40:40
This is more housekeeping than a real bug. I think the file size for 3.3.2/3.3.3 listed on the download page should be updated. It says 7.9MB, but the actual file is currently 12.0MB:

http://www.adventuregamestudio.co.uk/site/ags/
Title: Re: AGS 3.3.3 Pre-Release
Post by: Crimson Wizard on Tue 30/12/2014 23:08:52
Quote from: Gurok on Tue 30/12/2014 22:40:40
This is more housekeeping than a real bug. I think the file size for 3.3.2/3.3.3 listed on the download page should be updated. It says 7.9MB, but the actual file is currently 12.0MB:

http://www.adventuregamestudio.co.uk/site/ags/

I don't manage website content, need to report this to AGA. Also, may such update be done automatically with script of some kind?
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Wed 31/12/2014 13:32:38
Alright, the AGS 3.3.3 is finally released now, please try it out :).
Title: Re: AGS 3.3.3
Post by: arj0n on Wed 31/12/2014 16:52:08
Thanx for the 3.3.3 version (now that setup screen bug I had is fixed, awesome)

Oh, this  (http://www.adventuregamestudio.co.uk/forums/index.php?topic=51508.msg636504038#msg636504038) was made using v3.3.3 ;)
Title: Re: AGS 3.3.3
Post by: Mehrdad on Thu 01/01/2015 06:18:12
Great!.Thanks CW for improve balck borders. It works perfect for all my machines.
Title: Re: AGS 3.3.3
Post by: cat on Fri 02/01/2015 21:39:36
I don't know if this was fixed in this or the previous version, but thanks a lot for fixing the issue with weird scrolling when selecting frames in superlong view loops. This was really annoying :-D

(on a side note, the "Check for updates" feature doesn't seem to work anymore, I get a messagebox with a 404)
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Mon 05/01/2015 14:42:00
We were notified of an issue when manual Index does not work. I reuploaded the installation packages with manual index files indcluded, so that it won't have to generate one on fly.

If that did not help, try this solution:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51222.msg636504140#msg636504140
Title: Re: AGS 3.3.3
Post by: StillInThe90s on Wed 14/01/2015 00:33:47
I was having the blank help file -problem but unblocking the chm-file seemed to work. :)
However, each time a game is run from within AGS one of those win8-unknown-program-warnings pop up. Everything works though. Is AGS 3.3.3 doing something differently from v.3.2.1, where this did not occur? (both versions are installed in the same directory as are the projects btw.)
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Thu 15/01/2015 23:43:53
I experience a bizzare bug in 3.3.3 Editor: whenever I end the line with a whitespace character (space, tab), and save, the script scrolls up or down to seemingly random location.
Did anyone else encountered this?
Title: Re: AGS 3.3.3
Post by: ChamberOfFear on Tue 20/01/2015 16:51:57
Quote from: Crimson Wizard on Thu 15/01/2015 23:43:53
I experience a bizzare bug in 3.3.3 Editor: whenever I end the line with a whitespace character (space, tab), and save, the script scrolls up or down to seemingly random location.
Did anyone else encountered this?

Ahh, yep. Except that it's not random, for me it moves upwards 8 lines every time. It also breaks the function drop down list by setting it to the default size specified by the properties in the form.
Interestingly enough I'm unable to reproduce either of these in AGS v3.4 Alpha 3.
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Tue 28/04/2015 23:02:37
I've just found this bug: Hq2x and Hq3x filters do not work correctly in fullscreen mode if side black borders are enabled: when used they cover the screen with hugely deformed image.
Can someone else confirm this (does this happen for everyone)?

UPD: the bug seem to be present since 3.3.0-update1 (more than a year now).
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Mon 01/06/2015 09:37:29
Quote from: Crimson Wizard on Tue 28/04/2015 23:02:37
I've just found this bug: Hq2x and Hq3x filters do not work correctly in fullscreen mode if side black borders are enabled: when used they cover the screen with hugely deformed image.
Can someone else confirm this (does this happen for everyone)?

UPD: the bug seem to be present since 3.3.0-update1 (more than a year now).

Actually this bug is as old as Hq*x filters in AGS. Perhaps it was not noticed much before because side borders did not work properly all time, so this situation was rare.
I'll be releasing a new patched version soon, with this problem fixed.
Title: Re: AGS 3.3.3
Post by: AGD2 on Mon 01/06/2015 09:44:12
Just wondering, is it also possible to include the "too many symbols" fix from 3.4.0 in the 3.3.3 patch?
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Mon 01/06/2015 10:00:09
Quote from: AGD2 on Mon 01/06/2015 09:44:12
Just wondering, is it also possible to include the "too many symbols" fix from 3.4.0 in the 3.3.3 patch?
I think it is technically possible, because this change does not depend on anything else.
However, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.
Title: Re: AGS 3.3.3
Post by: Problem on Mon 01/06/2015 10:47:44
Quote from: Crimson Wizard on Mon 01/06/2015 10:00:09
I think it is technically possible, because this change does not depend on anything else.
However, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.

What exactly do you consider a big project? We're developing Rogue State with 3.4.0, and since it's a strategy/management game it has quite a lot of custom variables, structs, arrays, extender functions etc. It compiles and runs fine.
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Mon 01/06/2015 10:53:28
Quote from: Problem on Mon 01/06/2015 10:47:44
What exactly do you consider a big project? We're developing Rogue State with 3.4.0, and since it's a strategy/management game it has quite a lot of custom variables, structs, arrays, extender functions etc. It compiles and runs fine.
The project that failed to compile before the symbols limit removal, and compiled after :).
Title: Re: AGS 3.3.3
Post by: Problem on Mon 01/06/2015 11:00:24
Then it's not big enough. It has grown considerably after we switched to 3.4.0, but I guess this doesn't help. ;)
Title: Re: AGS 3.3.3
Post by: AGD2 on Mon 01/06/2015 23:10:54
QuoteI think it is technically possible, because this change does not depend on anything else.

That would be really handy. The symbol thing is the only issue that would force us into using 3.4.0 over 3.3.3 for Mage's Initiation, and considering that the game is almost complete, I'd prefer to release it with the stable 3.3.3, rather than an alpha of 3.4.0.

QuoteHowever, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.

I have compiled Mages Initiation in 3.4.0 and it *compiles* just fine without the "too many symbols error", but I haven't been able to test very far in actually playing the game, because the ResetRoom(); crash (which i posted in the 3.4.0 Alpha thread) constantly nukes the game. From what I have seen it appears to work as intended, though.
Title: Re: AGS 3.3.3
Post by: Crimson Wizard on Tue 02/06/2015 01:49:05
I recall you were also asking about Papagayo support for 3.4.0, which Gurok added recently. Will you also need this for your game? Because 3.3 does not have it.

I am going to fix the problems in 3.4.0 you mentioned very soon. I wonder what path is more convenient.
Title: Re: AGS 3.3.3
Post by: AGD2 on Tue 02/06/2015 02:03:01
Yes, if it doesn't mess anything else up, then Papagayo support would also be good.... very, very good, actually... if it could also be included in the 3.3.3 patch!

As to which path is more convenient, personally, I'd find the 3.3.3 the most immediately convenient. Nevertheless, I'll continue to test the game thoroughly in 3.4.0 as well once a new update for that is released. Thanks!
Title: Re: AGS 3.3.3
Post by: AGD2 on Wed 24/06/2015 03:05:21
I'm using a lot of .Think messages in the code, and one thing that would help in 3.3.3 is this: currently, in your rep_exec_always script, if you do something like:

if(player.Speaking==true) player.Transparency=100;

... the code will only be triggered by player.Say(); instances and not player.Think(); instances.

Given that these are both very similar, .Think should also be recognized. Either that, or add a new .Thinking variable (which may be the better option, since it'd be more flexible).