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AGS Support => AGS Engine & Editor Releases => Topic started by: Crimson Wizard on Sun 12/07/2015 17:50:30

Title: AGS 3.3.4
Post by: Crimson Wizard on Sun 12/07/2015 17:50:30
AGS 3.3.4 released
*** Download as installer *** (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.4.exe)
*** Download as ZIP archive *** (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.4.zip)
--- NO-MP3 engine variant --- (http://www.adventuregamestudio.co.uk/finals/AGS-3.3.4-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_4.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 - 3.3.4! It contains important information on few potential problems you may encounter.

Released: 14th July 2015

Previous version: AGS 3.3.3 forum thread (http://www.adventuregamestudio.co.uk/forums/index.php?topic=51425.0)


Changes since version 3.3.3:

Features:
- Removed 10,000 symbols limit in scripts.
- Added Character.Thinking and Character.ThinkingFrame script properties.
- Added Papagayo voice lip sync support.
- Find/Replace dialog now remembers the state of "Case sensitive" checkbox.
- Engine now scans all available files in search of game data, only giving standard names
  a priority.

Bug Fixes:
- Fixed Editor crash in case of lip sync data parsing error.
- Fixed Find/Replace dialog skipped the first word in the script being searched through.
- Fixed an order of cycling through fields on Find/Replace dialog.
- Restored letterboxed game's viewport behavior for larger (and scrolling) rooms.
- Fixed Hq2x and Hq3x filter rendering when the display resolution requires side borders.
- Fixed Hq2X and Hq3x filters leaving graphic artifacts on letterbox borders.
- Fixed wrong screen settings could be applied in particular cases when requested gfx filter
  could not be found or failed to initialize.
- Gfx filter name supplied in command line is case-insensitive now.
- Do not disable both digital sound and MIDI music if only one of these failed to initialize.
- Fixed MIDI music refuses to start if digital sound is disabled.
- Fixed division by zero in AlMP3 library code, that could cause crash when seeking in MP3
  audio clip.
- Removed an advise to contact Chris Jones displayed in case of error.

Compatibility:
- Permissive emulation of pre-AGS 3.1.1 "option-on/off" commands in dialog script, that do
not stop game execution if a wrong option number is supplied.

NOTE: has the MI 9-verb template updated to 1.5 RC2.
Title: Re: AGS 3.3.4
Post by: Dualnames on Mon 13/07/2015 03:36:44
Hooray, happily upgraded to this <3

I've been told that agsblend has been integrated into this, and thus camera/viewport movement will be smooth, is that correct, or is that on 3.4.x ?
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 09:06:12
Quote from: Dualnames on Mon 13/07/2015 03:36:44
I've been told that agsblend has been integrated into this, and thus camera/viewport movement will be smooth, is that correct, or is that on 3.4.x ?
Huh?
AGSBlend is a plugin that implements additional 32-bit drawing operations (like Add, Subtract, etc), it has nothing to do with camera smoothness. There was some talk about copying these to 3.4.0, but it did not happen yet (except for true alpha blending).
Title: Re: AGS 3.3.4
Post by: AGD2 on Mon 13/07/2015 09:33:37
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:

Spoiler

Error: Input string was not in a correct format.
Version: AGS 3.3.4.1

System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.CompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.CompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   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.Control.ProcessCmdKey(Message& msg, 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.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)
[close]

And:

Spoiler

---------------------------
Adventure Game Studio
---------------------------
A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.CompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.CompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraCompilationStep(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileScripts(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   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.Control.ProcessCmdKey(Message& msg, 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.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)
---------------------------
OK   
---------------------------
[close]

Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 10:19:29
Quote from: AGD2 on Mon 13/07/2015 09:33:37
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:
Did it work before, or this happened after you added something new to the project?
Would it be possible for you to send us the papagayo dat files you are using (or the latest ones, if it happened after you added them)?
Title: Re: AGS 3.3.4
Post by: ollj on Mon 13/07/2015 11:26:27
It makes sense to move ProcessClick() to Room.ProcessClick() and GUI.ProcessClick()   ...

But removing the function from "global" in 3.4 as it is a global function in 3.3: http://www.adventuregamestudio.co.uk/wiki/Game_/_Global_functions#ProcessClick#
sure is not too user friendly, especially if it is still used in the famous "Two Click Handler" script, and otherwise an integral part of most applications.
and its not like the global ProcessClick() would be obsolete in 3.4, actually, now i may just have to rewrite this (as more or less equivalent container) function, not just for nostalgia but for functionality and backwards compatibility:


import void ProcessClick(int x, int y, CursorMode m);

void ProcessClick(x,y,m){
  Room.ProcessClick(x,y,m);
  GUI.ProcessClick(x,y,m);
}

It sure confused me that a function no longer exists, being moved to 2 other structs, and should at least be explained in the help file that come with the editor when you search for the (now decapitated) function, throwing a compile-error at you for no longer existing without telling you where it moved to.
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 11:36:48
Ollj, this is 3.3.4 thread, not 3.4.0 thread. ProcessClick() still exists in the 3.3.4. Please, pay attention to where you post!

Quote from: ollj on Mon 13/07/2015 11:26:27its not like the global ProcessClick() would be obsolete in 3.4, actually, now i may just have to rewrite this (as more or less equivalent container) function, not just for nostalgia but for functionality and backwards compatibility:


import void ProcessClick(int x, int y, CursorMode m);

void ProcessClick(x,y,m){
  Room.ProcessClick(x,y,m);
  GUI.ProcessClick(x,y,m);
}

It sure confused me that a function no longer exists, being moved to 2 other structs

You seem to miss the point, but ProcessClick was not moved to 2 structs, it was moved to 1 struct (Room). This fact is noted in the 3.4.0 description post (http://www.adventuregamestudio.co.uk/forums/index.php?topic=51050.0), where it is said that ProcessClick was renamed to Room.ProcessClick, while GUI.ProcessClick is a completely new feature.

Your script is NOT backwards compatible implementation of ProcessClick. The original ProcessClick did not emulate click on GUI, only in room.
BTW, this is explained in the wiki you linked in your post:
Quote from: http://www.adventuregamestudio.co.uk/wiki/Game_/_Global_functions#ProcessClick
This function ignores all interfaces and acts as though the point is directly visible. In other words, if the co-ordinates you pass happen to lie on a button on an interface, what actually happens will be as if the user clicked behind the interface onto the actual screen.
This was the reason it was moved to Room struct. Therefore global ProcessClick is obsoleted.

Again:
new Room.ProcessClick === old ProcessClick.
GUI.ProcessClick - is completely new functionality that has no alternative in old versions of AGS.

Quote from: ollj on Mon 13/07/2015 11:26:27
and should at least be explained in the help file that come with the editor when you search for the (now decapitated) function, throwing a compile-error at you for no longer existing without telling you where it moved to.
Surely, I will add this explanation to help file when we have a stable release. The manual will be updated then. At the moment you may refer to explanations in the first post of the 3.4.0 forum thread.
Also, it is explained that you may set backwards compatibility mode in your project to enable old functions, including global ProcessClick(), if you like.
Title: Re: AGS 3.3.4
Post by: AGD2 on Mon 13/07/2015 12:19:35
Quote from: Crimson Wizard on Mon 13/07/2015 10:19:29
Quote from: AGD2 on Mon 13/07/2015 09:33:37
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:
Did it work before, or this happened after you added something new to the project?
Would it be possible for you to send us the papagayo dat files you are using (or the latest ones, if it happened after you added them)?

I hadn't opened the source code for a few months in 3.3.X, but last time I did, it worked fine. I haven't added anything to the source code since then, either.

Also, the game uses Pamela .pam files, not Papagayo .dat files.
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 12:20:30
Quote from: AGD2 on Mon 13/07/2015 12:19:35
Also, the game uses Pamela .pam files, not Papagayo .dat files.
Oh. That explains something. It looks like it starts Papagayo parsing for a Pamela file for some reason.

Say, do you have any extra *.dat files in Speech folder?
Title: Re: AGS 3.3.4
Post by: Gurok on Mon 13/07/2015 13:00:35
If it's not too sensitive, can I get a directory listing of your game's Speech directory?

EDIT: Sorry, didn't see CW's reply.
Title: Re: AGS 3.3.4
Post by: Mehrdad on Mon 13/07/2015 13:24:15
Great Job CW . Big release . Thanks so much ;-D
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 13:54:40
Quote from: Mehrdad on Mon 13/07/2015 13:24:15
Great Job CW . Big release . Thanks so much ;-D
Half of the new features are made by Gurok :).
Title: Re: AGS 3.3.4
Post by: Mehrdad on Mon 13/07/2015 14:45:38
Quote from: Crimson Wizard on Mon 13/07/2015 13:54:40
Quote from: Mehrdad on Mon 13/07/2015 13:24:15
Great Job CW . Big release . Thanks so much ;-D
Half of the new features are made by Gurok :).

Sorry I didn't know that. Thanks a lot Gurok and you for new AGS fast updates . I think all of people and I are waiting for release stable version of 3.4
Is it possible native Mac port like Linux for AGS soon? Did you have any plan for add it?
Title: Re: AGS 3.3.4
Post by: selmiak on Mon 13/07/2015 15:17:03
Congrats on pushing AGS to 3.3.4! Great success!
Title: Re: AGS 3.3.4
Post by: AGD2 on Mon 13/07/2015 15:58:13
Quote from: Crimson Wizard on Mon 13/07/2015 12:20:30
Quote from: AGD2 on Mon 13/07/2015 12:19:35
Also, the game uses Pamela .pam files, not Papagayo .dat files.
Oh. That explains something. It looks like it starts Papagayo parsing for a Pamela file for some reason.

Say, do you have any extra *.dat files in Speech folder?

The only .dat file that's located in the speech folder is the one created by AGS "syndata.dat", which isn't a Papagayo file. Maybe the engine is confusing it for one, though?

If you need me to upload anything, just let me know.
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 13/07/2015 16:01:12
Quote from: AGD2 on Mon 13/07/2015 15:58:13
The only .dat file that's located in the speech folder is the one created by AGS "syndata.dat", which isn't a Papagayo file. Maybe the engine is confusing it for one, though?
Yes, that might be the case.
I will replace with a hotfixed version as soon as its done.

EDIT: AGD2, that file actually should not be in Speech folder, it is supposed to be in root project folder (this is where AGS creates it). Also, the file is recreated every time game is recompiled. I think you may just delete it.
We will provide a fixed version which would not crash on "wrong" files.
Title: Re: AGS 3.3.4
Post by: AGD2 on Mon 13/07/2015 18:49:30
Ah, yes, I've confirmed that deleting the syncdata.dat file from the Speech sub-folder does indeed prevent the crash. ;-D
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Tue 14/07/2015 19:15:13
ATTENTION PLEASE

I had to reupload the 3.3.4 distributive with updated version which fixes one bad bug. It also contains a small improvement as a bonus.
Please download and re-install this again. Sorry for inconvenience.

- Fixed Editor crash in case of lip sync data parsing error.
- Find/Replace dialog now remembers the state of "Case sensitive" checkbox.
- Fixed Find/Replace dialog skipped the first word in the script being searched through.
- Fixed an order of cycling through fields on Find/Replace dialog.
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Tue 21/07/2015 01:17:21
I had to reupload the package again, because 9-verb template needed small fixing. The Editor itself did not change.
Hopefully this is last time I do this for 3.3.4.
Title: Re: AGS 3.3.4
Post by: Julius Dangerous on Mon 27/07/2015 17:33:16
EPIC! ;-D
Title: Re: AGS 3.3.4
Post by: Slasher on Mon 27/07/2015 19:04:19
AGS 3.3.4.2 does not display help explanations and scripting only left help menus show...
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 27/07/2015 19:27:24
Quote from: slasher on Mon 27/07/2015 19:04:19
AGS 3.3.4.2 does not display help explanations and scripting only left help menus show...
Sorry, what do you mean?
E: I am kind of guessing you are talking of floating hints in scripting window? Do you get this all time or in particular case?
Does anyone else have this problem?
Title: Re: AGS 3.3.4
Post by: Slasher on Mon 27/07/2015 19:55:17
help manual.  click on a topic but nothing shows in the main help window.

downloaded just now and opened it and was checking out help manual.

i downloaded archive choice.
Title: Re: AGS 3.3.4
Post by: Crimson Wizard on Mon 27/07/2015 20:16:59
Quote from: slasher on Mon 27/07/2015 19:55:17
help manual.  click on a topic but nothing shows in the main help window.

downloaded just now and opened it and was checking out help manual.

i downloaded archive choice.


I think it is a case when Windows blocks "suspicious" files.
Go to AGS folder, right click on ags-help.chm, choose Properties, on the General tab find "Unblock" button.
http://superuser.com/questions/503812/how-to-unblock-chm-files-unblock-button-is-missing
Title: Re: AGS 3.3.4
Post by: Slasher on Mon 27/07/2015 20:25:18
I missed that one :X

all ok (nod)

cheers
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: JD_Mortal on Sun 01/11/2015 08:12:07
Trying to run the supplied "Demo game"...

I get an error...
"Access to the path 'Speech' is denied."

Then it crashes and exits. There is no "Speech" folder or files... Only 'Music' and 'Sound' folders in the demo. I assume something is hard-coded to "look in folders", but it just assumes the folder exists, trying to look inside a non-existent folder for "something". If not that, than it is coded somewhere in the demo file, which, at some point, may have had 'Speech', but later moved stuff to 'sounds'... But the code still has a path-call for 'Speech', even though it never uses it. (So nothing would have been exported, and the folder never existing. You should check for unused resources and remove them, at compile time. Being used in code is not the same as "being used", if nothing ever calls for that "thing", or the "thing" is not used anywhere other than a declaration of a path, which is never used as a called value.)

Anywho... Back to playing. Since the demo is essentially dead and thus, a demo of what not to do... sort-of.

EDIT: Manually creating the folders got me a little further... Had to create a few... All are missing and it is looking inside for them.
"Speech"
"AudioCache"
"Compiled"

Now I am getting "User access denied", you do not have permissions to write to folders/files in this directory... It is trying to compile inside of the program directory, which is shouldn't be doing. It should be compiling inside of a windows temp-folder with disposable junk, not user folders. (Thus, the permissions failure.) Otherwise the program should be registered as the "User", or as "All users", or the setup should follow with "First, setup your program to run with Admin privileges, or User privileges."... if that is a requirement to "run". (Even a note on first-run, would be sufficient, if it also has instructions.)

Honestly it is odd that it doesn't have permission to edit files in the EXE's own directory. Time to update the installer, it obviously isn't setup to install into windows correctly.

Trying to use the "Horn" with the "Crack in the wall"... Get error... "prepare script: error - 18 (no such function in script) trying to run 'hotspot0_a' (Room 14)"

Honestly, I don't get the demo. What is it showcasing? It is huge unreadable pixels and poor functional click-GUI and no guidance of what is going-on. It is also annoyingly loud and noisy.

One usually thinks of a "demo", as a form of showcase of "what we can do", or "our ability"... Not just something made for the sake of making something, and providing it to look at, with bad examples of function and devoid of "what we are looking at"... It obviously isn't good graphics or sound or GUI interaction, or game-play... Not trying to sound offensive, just telling my opinion of what I saw before I couldn't take it anymore and the demo-game crashed... again, again...
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Crimson Wizard on Sun 01/11/2015 14:06:23
JD_Mortal, we have a known issue that the Demo Game is installed inside AGS program folder, and that causes problem if AGS itself is installed in system folders.
We are planning to fix that in upcoming release.

Regarding the quality of the game itself... this game was created years ago, and since then distrubuted along the AGS. Was just keeping the tradition.
Perhaps it may be worth to remove or replace it; but honestly, no one in my memory ever raised such question as long as I create releases.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Snarky on Sun 01/11/2015 14:40:02
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Sslaxx on Sun 01/11/2015 15:36:52
Quote from: Snarky on Sun 01/11/2015 14:40:02
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)
Perhaps take a look at how Ren'Py does it? A tiny little demonstration "game" and another project that demonstrates all of its features.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Crimson Wizard on Sun 01/11/2015 16:49:45
Quote from: Snarky on Sun 01/11/2015 14:40:02
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)

Perhaps Open Quest could be good candidate: http://www.adventuregamestudio.co.uk/site/games/game/945/
It is very simple, open source, with nice and clean gfx.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Sslaxx on Mon 02/11/2015 15:13:49
Open Quest was created with AGS 2.72.

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z is it updated to 3.3.4, with the sound system changed to the newer version and other bare minimum changes to get it to work - it's completable from start to finish, save and load work etc. To properly modernise it to take full advantage of 3.3.4's capabilities will come later. It may be necessary to replace the artwork and sound/music, as there's no explicit license permitting their use outside of Open Quest (although the readme's "what can be reused?" "Anything you want." could be read as Public Domain).
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Icey on Fri 06/11/2015 06:03:28
Why not have demo that comes installed featuring a game that is created from a team project? Sorta like how Draculator II: Byte of the Draculator came to be. Someone could helm the project and start it off in the Recruitment forum or something. I don't recall the premise of the old demo but maybe the game can feature a city with various puzzles to do and some other characters for other AGS games(if their creators want them in their) drawn in a simplified way so that it doesn't consume a bunch of time, or contrast to much with what ever style will be used for the game.

We can all be assigned to different parts of the game to work on just like before and work together to create something fresh as far as the original demo goes. It should also be scripted in a way that //explains in the script what does what for easy and hard functions. Seeing how it's the first thing that comes with AGS that you can crack open and see how things work it could actually prove to be very useful for newcomers.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Dualnames on Tue 15/12/2015 20:59:27
Load_Room: Bad packed file. Either the file requires a newer or older version of\n"
      "this program or the file is corrupt.

I get this only when i'm trying to play the compiled version.

I'm getting this, I assume i have to rollback to a backup, but thing is i have over 100 rooms, and i'd prefer to actually somehow pinpoint the error. The spritefile has just went over 2gb, so i wonder if that's the problem?

edit: Either compressing the sprite file or splitting in chunks seems to fix the problem.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Crimson Wizard on Wed 16/12/2015 15:15:42
Quote from: Dualnames on Tue 15/12/2015 20:59:27The spritefile has just went over 2gb, so i wonder if that's the problem?
Yes, this is a known problem with AGS: it does not support resource files larger than 2 GB.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Monsieur OUXX on Thu 17/12/2015 09:30:20
Quote from: Sslaxx on Mon 02/11/2015 15:13:49
Open Quest was created with AGS 2.72 and is now updated to work with 3.3.4

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z

I would like not to see this die.
Title: Re: AGS 3.3.4 -- Latest Official Release
Post by: Sslaxx on Thu 17/12/2015 09:53:27
Quote from: Monsieur OUXX on Thu 17/12/2015 09:30:20
Quote from: Sslaxx on Mon 02/11/2015 15:13:49
Open Quest was created with AGS 2.72 and is now updated to work with 3.3.4

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z

I would like not to see this die.
Intend for it not to. Still so much to do, and I noticed it stopped working due to script compilation (thought I'd got everything but hadn't, but from what I can see it's mostly old music/sound scripting still in there).