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AGS Support => AGS Engine & Editor Releases => Topic started by: Crimson Wizard on Thu 15/09/2016 21:10:25

Title: AGS 3.4.0
Post by: Crimson Wizard on Thu 15/09/2016 21:10:25
AGS 3.4.0 released
Final release number: 3.4.0.12

*** Download as installer *** (http://www.adventuregamestudio.co.uk/releases/finals/AGS-3.4.0-first/AGS-3.4.0.exe)
*** Download as ZIP archive *** (http://www.adventuregamestudio.co.uk/releases/finals/AGS-3.4.0-first/AGS-3.4.0.zip)
--- NO-MP3 engine variant --- (http://www.adventuregamestudio.co.uk/releases/finals/AGS-3.4.0-first/AGS-3.4.0-noMP3.zip)
Linux build package as ZIP archive (http://github.com/adventuregamestudio/ags/releases/download/v.3.4.0.12/AGS.3.4.0.12.Editor.Linux.Pack.zip)



AGS source code central repository (https://github.com/adventuregamestudio/ags)
Debug symbols database (for analysing crash dumps) (http://www.adventuregamestudio.co.uk/releases/finals/AGS-3.4.0-first/AGS-3.4.0-PDB.zip)



Released: 15th September 2016

Previous stable version: AGS 3.3.5 forum thread (http://www.adventuregamestudio.co.uk/forums/index.php?topic=53920.0)


A minute of attention for those who did not have a chance to check 3.4.0 during its development:
AGS 3.4.0 contains a big load of changes, which may take a while to explore. The following (read-only) topic is created to make getting used to it easier:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52499.0

Also, please, read "Upgrading to AGS 3.4" topic in the manual that comes with this version. It contains important information on most notable new features and few potential problems you may encounter when upgrading older projects.

Another important note on upgrading your project to latest 3.4.0 (read under spoiler):
Spoiler

AGS 3.4.0 now has a "Script API version" and "Script compatibility level" switches, which determine a range of built-in script functions you may use in your game (also called Script API).
"Script API Version" defines the TOP limit, or the latest version of scripting your game uses.
"Script compatibility level" defines the BOTTOM limit, or which OLD functions should still be available.

When you upgrade your game project from the older versions (3.3.* and lower), the Editor automatically sets "Script compatibility level" corresponding to the version of AGS this project was last saved in. This is done for backward compatibility. But you can change that anytime. Be prepared, however, that you may have to fix certain parts of your script. Usually necessary fixes are limited to renaming functions. Also, it is suggested to do "Rebuild all files" after you change any of those two switches.
[close]



What is new in 3.4.0

Common features:
- Added support for building game for multiple platforms (Windows and Linux options are maintained now).
- Added custom game resolutions.
- Added extended WFN font support (up to 256 characters).
- Made custom property values modifiable at runtime.
- Removed limit on custom properties number (was 30 properties per project), increased maximal property name and value length.
- Removed limit on GUI Control number (was 30 per GUI), increased maximal control name length.
- Removed limit on script modules number (was 50).
- Added Locked property to room Objects.
- Added Padding property for TextWindow GUI.

Editor features:
- New splash screen.
- Exposed Clickable property for room Objects in the Editor.
- Exposed TintLuminance property for room Regions in the Editor.
- Added "Close all tabs" command for the pane's context menu.
- Added Preferences option "Prompt dialog on closing multiple tabs".
- The sprite editor now highlights drop targets when you drag sprites around.

Editor Plugin API:
- Exposed GUI Panes to plugin API.

Engine features:
- Added support for any runtime display resolution (now restricted only by your system specifics).
- Added support for vertical sync in Direct3D rendering mode.
- Made engine try to use all implemented graphic renderers in the order of priority, if user selection failed to initialize.
- Rised default sprite cache limit for desktop platforms to 100 MB (was 20).
- Game writes latest translation and mouse speed setting to config file on exit.

Scripting features:
- Added managed user structs; although currently limited to containing only non-pointer variables in them.
- Added support for dynamic arrays in non-managed structs.
THERE ARE KNOWN ISSUES:
Spoiler

It was found that dynamic arrays in struct do not work when you make an array of those struct, for example:
Code (ags) Select

struct MyStruct
{
    int dynamic_array[];
};

MyStruct single_object; // <--- this will work
MyStruct arr_of_structs[10]; // <--- this won't work

Such array caused troubles which were too complicated to fix in time, and require more time to investigate. A decision was made to block creation of arrays of structs, containing dynamic arrays. If you try to declare one in your script you will get an error. Hopefully this restriction will be raised in the future updates.
[close]
- Added support for dynamic array as return value of the struct's member function.
- Added support for static extender functions.
- Added "do..while" kind of loop, in addition to previously existing "while".
- Added "for" operator and related loop construct.
- Added "switch" and "case" operators and related branching construct.
- Added "break" and "continue" operators working in any loop or switch.
- Added missing compound assignment operators (*=, /=, and so on).
- Made preprocessor macros usable in definition of another macro.
- Added "#region" and "#endregion" preprocessor commands.

Script API:
- Added Script API version switch to the project's General Settings. For every supported API version a "SCRIPT_API_vXXX" macro is introduced, where XXX are version numbers.
- Added Script Compatibility Level switch to General Settings. For every compatible version a "SCRIPT_COMPAT_vXXX" macro is introduced.
- Added AudioChannel.Speed property.
- Added CharacterDirection enum and optional "direction" parameter for Character.ChangeRoom().
- Added Character.FaceDirection().
- Added Character.DestinationX and Character.DestinationY properties.
- Added RunActiveOption() and Update() member functions to the DialogOptionsRenderingInfo type.
- Extended Dialog Options API: added support for dialog_options_repexec() and dialog_options_key_press() functions to improve handling of the custom dialog options; added related compatibility project option and support for "NEW_DIALOGOPTS_API" macro in scripts.
- Added game.dialog_options_highlight_color variable.
- Added File.Seek() function and File.Position property.
- Added IsInteractionAvailable() method to Hotspot, Object and Character types.
- Added Game.AudioClipCount property and Game.AudioClips[n] array.
- Added Game.IsPluginLoaded().
- Added GUIControl.ZOrder property.
- Added GUI.Click() and Button.Click() functions which call OnClick event handler of corresponding GUI or button.
- Added GUI.ProcessClick() function that processes click on GUI only, similarily to how old ProcessClick processed click on room objects only.
- Added Mouse.Click() function to simulate mouse click on screen.
- Added Room.GetProperty() to substitute global GetRoomProperty().
- Added Room.ProcessClick() to substitute global ProcessClick().
- Added SetProperty() and SetTextProperty() functions to Room, InventoryItem, Hotspot, Object and Character types.
- Added optional "luminance" parameter to Region.Tint() and Region.TintLuminance readonly property.
- Added SetAmbientLightLevel() to set global light level for anything in the room.
- Added Character.SetLightLevel() and Object.SetLightLevel() functions to set individual light levels. Negative light levels can be used in 8-bit games to produce darkening effect.
- Added System.RuntimeInfo property which returns a short description of current graphics mode, scaling filter and enabled game resources.

Editor bug fixes:
- Fixed Undo history was deleted when an Editor panel changes its docked state.
- Fixed crashes under certain circumstances when a script editor is closed.
- Fixed crash if selecting a character without a normal view in the room editor.
- Fixed Ctrl+Tab did not work for the first time when cycling through opened editor tabs.
- Fixed "Go to Line..." command did not always move cursor to correct line. Also, do not select that line.
- Made the project completely rebuild itself whenever "Enable Debug Mode" value in the General Settings differs from the setting used for the last build, to prevent inconsistency in compiled scripts.
- Fixed a crash when trying to run game setup from the Editor while "Compiled" folder does not exist.
- Fixed project items could sometimes get incorrectly arranged inside the folder.
- Fixed writing faulty timestamps in project file on some occasions that could spoil usage of file versioning control.
- Fixed Help window positioning on multi-monitor desktop.
- Fixed error in autocomplete occuring when there is a single-line comment in the end of the script.
- Fixed incorrect compiler parsing of a static function call inside array index brackets.
- Fixed compilation of struct member functions having name identical to existing global function.
- Fixed compilation of structs having members with names identical to non-basic types, global variables and game entities (such as characters, GUI, etc).
- Corrected few error messages related to struct's function declaration.
- Fixed compiler reporting errors as "runtime errors" under certain circumstances.

Engine bug fixes:
- Fixed result of using transparency parameter of the DrawingSurface.DrawImage() in 32-bit games when drawing opaque sprites over surfaces with alpha channel.
- Fixed DynamicSprite.CopyTransparencyMask() was overwriting magic transparent pixels on destination with alpha values from mask.
- Fixed the speech portrait position was not adjusted for character walking between its lines, when BasedOnCharacterPosition portrait placement is used.
- Fixed occasional pathfinding failure on straight lines with complex walkable areas.
- Fixed using '[' special character in Display-like commands discarded all of the backslashes before it (e.g. "\\[" should now print \[ as expected).
- Fixed WAVE audio not looping after restoring a game
- Fixed a bug that caused MP3 clip continuously increase its base volume if the directional volume modifier was applied.
- Fixed queued audio clips did not update their volume when default audio type volume changes.

WinSetup:
- Added support for "default_translation_name" option in the "[language]" section of the config file.





Thanks to everyone who contributed to and tested this version!



Title: Re: AGS 3.4.0
Post by: Cassiebsg on Thu 15/09/2016 21:22:18
Congrats on the release and thanks for doing it! (nod)
Title: Re: AGS 3.4.0
Post by: cat on Thu 15/09/2016 21:31:52
Quote from: Cassiebsg on Thu 15/09/2016 21:22:18
Congrats on the release and thanks for doing it! (nod)
^This

3.4.0 is such a big improvement compared to the previous stable. I've been working with the alpha for quite some time now and I'm very happy that this is now officially released.
Title: Re: AGS 3.4.0
Post by: Retro Wolf on Thu 15/09/2016 21:33:58
Congratulations CW!!
Title: Re: AGS 3.4.0
Post by: AGD2 on Fri 16/09/2016 03:11:32
Hooray! 'Grats. :grin:

BTW, I was going to post this in the RC2 thread, but noticed it was locked. So...

Our beta testers have noticed, when playing AGS games in full-screen mode on Steam, if the resolution displays black bars at the top & bottom of the screen, and you open and close the Steam overlay (Shift+Tab), then it leaves graphical artifacts of the Steam overlay permanently burned into those black borders. (Apparently ScummVM games had the same issue for a long time with the Steam overlay before it was finally fixed). Anyway, just a heads-up about it.
Title: Re: AGS 3.4.0
Post by: Mehrdad on Fri 16/09/2016 06:20:57
GREAT!! . Nice job CW :)
I appreciate for your hard works
Title: Re: AGS 3.4.0
Post by: Danvzare on Fri 16/09/2016 09:11:52
Yay! :-D
Congratulations on this long awaited release. And thank you so very much for all your hard work CW.

I can't wait to start using this version.
Title: Re: AGS 3.4.0
Post by: Arlann on Fri 16/09/2016 10:12:57
I've been using the beta to design the prototype of my new game, so thanks a lot for your work and for this release.
And good luck for your next project CW !
Title: Re: AGS 3.4.0
Post by: Babar on Fri 16/09/2016 19:05:37
Good stuff!
The main AGS download page mentions 3.4.0, but all the download links actually lead to 3.3.5-7 still!
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Fri 16/09/2016 19:12:39
Quote from: Babar on Fri 16/09/2016 19:05:37
The main AGS download page mentions 3.4.0, but all the download links actually lead to 3.3.5-7 still!
Should be fixed now.
Title: Re: AGS 3.4.0
Post by: Haggis on Fri 16/09/2016 20:23:11
Wow, good job everyone
Title: Re: AGS 3.4.0
Post by: Jack on Fri 16/09/2016 22:51:50
Nice work!

What should the credits in a game look like for this version?

"Adventure Game Studio by Chris Jones, Crimson Wizard, ..."
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Fri 16/09/2016 23:37:01
Quote from: Jack on Fri 16/09/2016 22:51:50
What should the credits in a game look like for this version?

"Adventure Game Studio by Chris Jones, Crimson Wizard, ..."

Our credits line for the project looks like: "Chris Jones et al." or full variant: "(c) 1999-2011 Chris Jones and 2011-2016 various contributors.".
The full list of all-time contributors is here (https://github.com/adventuregamestudio/ags/blob/master/Copyright.txt),  but if you like to know contributors for this particular update, that would need some investigation because we did not keep detailed statistics about that. Off the top of my head they are me, Gurok (who added numerous scripting features and various additions), monkey0506 (who noteably added ability to build for Linux from the Editor), ChamberOfFear (several improvements to the editor), Nick Sonneveld (who did few fixes to script compiler, and also provided us with automatic build server).
Title: Re: AGS 3.4.0
Post by: AGS-GD on Sat 17/09/2016 20:14:03
Thanks for all the handwork and congratulations for the release! I made my first game with AGS 12 years ago! Twelve years and yet the project is thriving by the amazing community and the hard work of a group of amazing dedicated individuals! I can't be any more grateful to you guys!

My update, after 12 years of being here is that I've started my own indie studio http://www.tarbooshgames.com/press, and I'm planning to get back to Adventure Game making in the very near future!

Long live adventure games!
AGS-GD
Title: Re: AGS 3.4.0
Post by: Myshkin on Sun 18/09/2016 07:05:05
Just a day after someone asked me if I could make a Linux port of my game, this version gets released with Linux builds available in the editor! Thank you to everyone who puts so much of their free time into this project!
Title: Re: AGS 3.4.0
Post by: cianty on Sun 18/09/2016 09:50:29
Thank you so much for all the hard work! It is very appreciated!
Title: Re: AGS 3.4.0
Post by: Etumretniw on Sun 18/09/2016 22:29:43
Good job!
A huge thank you to all involved. This opens up new, tremendously exciting possibilities.
Title: Re: AGS 3.4.0
Post by: Grundislav on Mon 19/09/2016 16:24:57
Great! Thanks so much for this, the new features are extremely helpful.
Title: Re: AGS 3.4.0
Post by: arj0n on Mon 19/09/2016 21:40:38
Awesome!!
Title: Re: AGS 3.4.0
Post by: Dave Gilbert on Fri 23/09/2016 17:57:45
Thanks for this, CW! Although I have one question. This version seems to be categorized as version 3.4.0, but isn't it technically several versions past that? I have a module (the QueuedSpeech module) which requires "version 3.4.0.3 or higher," and the game will not compile now.

edit: I have commented out the commands in the module that check for the AGS version number and the game compiles fine now. But still, would 3.4.0 be the correct version number?
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Fri 23/09/2016 18:22:25
Quote from: Dave Gilbert on Fri 23/09/2016 17:57:45
Although I have one question. This version seems to be categorized as version 3.4.0, but isn't it technically several versions past that? I have a module (the QueuedSpeech module) which requires "version 3.4.0.3 or higher," and the game will not compile now.

edit: I have commented out the commands in the module that check for the AGS version number and the game compiles fine now. But still, would 3.4.0 be the correct version number?

The full version number of this final release is 3.4.0.12. I've made a mistake in the past by keeping 3.4.0 in WIP state for too long, so people wanting new features were using intermediate alpha & beta releases to make their games.
How does the module check for version? I'd expect it to compile within this release, otherwise there is a bug somewhere, either in AGS or in the module; or maybe it needs some compatibility setting.
Title: Re: AGS 3.4.0
Post by: Dave Gilbert on Fri 23/09/2016 18:24:37
The module had this in the header. Before I commented it out, I got the error message that I needed version 3.4.0.3 or higher.

Quote
#ifdef AGS_SUPPORTS_IFVER       
#ifver 3.4.0.3                 
#define QueuedSpeech_VERSION 4.0
#define QueuedSpeech_VERSION_400
#endif                         
#endif                         
#ifndef QueuedSpeech_VERSION   
#error QueuedSpeech module error: This module requires AGS version 3.4.0.3 or higher! Please upgrade to a higher version of AGS to use this module.
#endif   
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Fri 23/09/2016 18:31:25
Ah. There is a bug in AGS Editor, it incorrectly compares versions if one of its sections have more digits, like in this case (.3 and .12) - it compares only first digit (3 > 1) and gets incorrect result.

I guess we would need a little patch to 3.4.0.

As a workaround, you may change module check to "#ifver 3.4.0" (without 4th number).
Title: Re: AGS 3.4.0
Post by: Dave Gilbert on Fri 23/09/2016 18:35:57
AH! Interesting. Thanks CW.
Title: Re: AGS 3.4.0
Post by: cat on Fri 23/09/2016 22:32:27
Watch out, Dave, this module has a serious (i.e. game crashing) bug: http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826)
Title: Re: AGS 3.4.0
Post by: MiteWiseacreLives! on Sun 25/09/2016 06:36:46
Very excited about the improvements to custom properties!!
This looks like a sweet version.. Maybe I need to get back to game making (wtf)
Title: Re: AGS 3.4.0
Post by: Julius Dangerous on Mon 26/09/2016 15:43:11
:cheesy::cheesy::cheesy:(laugh)(laugh)
Title: Re: AGS 3.4.0
Post by: BunnyDeFluff on Tue 27/09/2016 14:04:57
Congratulation and thank you AGS team. The new features are dazzling and  I have no idea about what most of them do because I am new to AGS. Thank you anyway.
Title: Re: AGS 3.4.0
Post by: Firgof on Fri 30/09/2016 02:20:26
Man, I've been waiting forever for this version to come out.  Maybe I'll finally get to work on Part 2 of Ouroboros now.
Title: Re: AGS 3.4.0
Post by: Daniel Thomas on Fri 30/09/2016 11:28:50
As an artist this is the best update to AGS in a long time. Nice work!
Title: Re: AGS 3.4.0
Post by: monkey0506 on Sun 02/10/2016 05:36:39
Quote from: cat on Fri 23/09/2016 22:32:27
Watch out, Dave, this module has a serious (i.e. game crashing) bug: http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826)

Pushed a bugfix after reading this. Problem only occurs if the currently speaking (in the background) character starts walking while still talking. It was a feature that was prematurely released, but as that was nearly two years ago... well, it's fixed now.
Title: Re: AGS 3.4.0
Post by: on Wed 05/10/2016 10:02:15
Well done CW and team!

Export to Linux? Neat! But has this just put you out of a job monkey0506? ;)
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Wed 05/10/2016 13:08:13
Quote from: Mods on Wed 05/10/2016 10:02:15
Well done CW and team!

Export to Linux? Neat! But has this just put you out of a job monkey0506? ;)
monkey0506 was the one who implemented this export... Or do I misunderstand what you mean?
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Fri 07/10/2016 03:43:18
Quote from: Charles on Fri 07/10/2016 02:54:19
I'm not sure if this is the right place to write about bugs to this version, but perhaps you could try this and see if you get the same glitch.

Create a default game, lower the resolution to 320 x 180 instead of the default 320 x 200.

Now walk from the bottom to the top of the screen, or the top to the bottom.

In default resolution, the demo game roger walks smoothly. In 320 x 180 resolution mode, he jerks, or hiccups, as he walks. Almost as if he's having trouble pathfinding, or he's pathfinding around an invisible object. It's easily visible if 'movementspeedlinkedtoanimation' is set to false.

Reset the resolution, he walks normally.

Charles, I have a strong suspicion this is because your room background stayed 320x200 and it is scrolling as the character walks.
I've got same effect, but after I did SetViewport(0,0) on the room load, character walks smoothly. Default background is just black, so you do not notice the scroll.
Title: Re: AGS 3.4.0
Post by: on Mon 10/10/2016 10:06:56
oh sorry yes normally pay monkey to port an ags game to linux, kind of asking if this means that's no longer the case (if AGS can do it built in...)
Title: Re: AGS 3.4.0
Post by: Ali on Mon 10/10/2016 13:31:53
Is there a way to change the list of available resolutions in the setup? I have a 16:9 monitor, and 1280x720 (which is a resolution I use all the time) isn't in the list.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 10/10/2016 15:27:43
Quote from: Ali on Mon 10/10/2016 13:31:53
Is there a way to change the list of available resolutions in the setup? I have a 16:9 monitor, and 1280x720 (which is a resolution I use all the time) isn't in the list.
By "setup" you mean project's general settings, or setup program?

If project, then 1280 x 720 should be there.

If setup program, it gets the list of the resolutions reported by the graphics driver.


Title: Re: AGS 3.4.0
Post by: Ali on Mon 10/10/2016 16:03:02
I meant the setup programme. That's interesting, because my list doesn't show 1600x900, 1280x720, both of which I use regularly and are in the list of resolutions I can choose for Windows. They're also also available when I play other games.

As far as I can tell, there aren't any 16:9 resolutions in the setup list, apart from 1920x1080. (1360x768 is there, but it's not quite 16:9).

I can create a 1280x720 game, and set it to run at 'game resolution'. This runs 1280x720 successfully, however when I run setup again, it defaults back to 'desktop resolution'.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 10/10/2016 16:24:28
I noticed too that Direct3D renderer does not show all the resolutions my monitor supports, but DirectDraw5 does.

Quote from: Ali on Mon 10/10/2016 16:03:02
I can create a 1280x720 game, and set it to run at 'game resolution'. This runs 1280x720 successfully, however when I run setup again, it defaults back to 'desktop resolution'.
Are you sure it runs at 1280x720? Engine tries other resolutions silently if the one you requested does not work. Try pressing Ctrl+V (or Ctrl+Alt+V) in the game to see actual window size.
Title: Re: AGS 3.4.0
Post by: Ali on Mon 10/10/2016 16:30:47
I just checked, and it is actually running at 1280x720. Neither Direct Draw 5 nor Direct3D show all the resolutions for me.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 10/10/2016 16:54:03
If you game is 1280x720, then it should be listed as "Game resolution". What about games with lower resolutions, do they have this resolution listed normally?


Quote from: Ali on Mon 10/10/2016 16:03:02
I can create a 1280x720 game, and set it to run at 'game resolution'. This runs 1280x720 successfully, however when I run setup again, it defaults back to 'desktop resolution'.
This might be a bug in setup program, it cannot restore the option to saved value (or does not save it properly, idk yet). That happens to me too, even if setup mentions this resolution as supported otherwise.
Title: Re: AGS 3.4.0
Post by: Ali on Mon 10/10/2016 16:59:12
If I set the game's actual size to 320x200, then 1280x720 is not listed. As you say, it only seems to appear as 'Game resolution' when the game is 1280x720.
Title: Enforce object based scripting
Post by: dbuske on Thu 20/10/2016 20:09:46
Do we still need to turn off object based scripting?
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Thu 20/10/2016 21:53:28
Quote from: dbuske on Thu 20/10/2016 20:09:46
Do we still need to turn off object based scripting?
That depends on what scripting commands you want to use in your game. If you want to continue using old commands, like MoveCharacter instead of Character.Walk, or SetVoiceMode instead of Speech.VoiceMode, then you should turn "enforce object-based scripting" off.
Title: Re: AGS 3.4.0
Post by: on Sat 22/10/2016 10:39:49
Looks good. However my current develop proyect run in 3.35 version and i'm afraid new version break something. I think it shouldn't happen, i tried alpha version to compile a Linux version and go well (changing Processclick to Room.Processclick).
So i don't know if change to the new version.

Edit. Forget give my thanks for the new version to all develop team.
Edit 2. Alpha version the Linux game version can't play videos. It's fixed?
Title: Re: AGS 3.4.0
Post by: edmundito on Sat 22/10/2016 19:47:11
Found a documentation mistake for Character and Object LightLevel while implementing new Tweens. Here's an example for the Character doc, but the Object is also the same:

Quote
SetLightLevel (character)
void Character.SetLightLevel(int light_level)

Sets individual light level for this character.
The light level is from -100 to 100.

In 8-bit games you cannot use positive light level for brightening effect, but you may still use negative values to produce darkening effect.

To disable character lighting and tinting effects, call SetLightLevel with parameter light_level 0.

NOTE: Setting a light level will disable any RGB tint set for the character.

NOTE: Character's individual light level OVERRIDES both ambient light level and local region light level.

Example:

cEgo.LightLevel = 100;

This will give character EGO maximal individual brightness.
Compatibility: Supported by AGS 3.4.0 and later versions.

Note that the example implies that the usage is:
cEgo.LightLevel = 100;

But in reality, this will cause an error. The correct way of doing this is:
cEgo.SetLightLevel(100);

I am also surprised that:
1. There is no way to get the light level for character or object, but you can for region.
2. The API for character and object light level do not match region (which is region[ x ].LightLevel = y; and int regionLightLevel = region[ x ].LightLevel;)
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Sat 22/10/2016 22:37:49
Quote from: Edmundito on Sat 22/10/2016 19:47:11
1. There is no way to get the light level for character or object, but you can for region.
2. The API for character and object light level do not match region (which is region[ x ].LightLevel = y; and int regionLightLevel = region[ x ].LightLevel;)

I am sorry, this might have dropped from my mind.
I created issues in bug tracker; these properties should be very easy to add.

I wish someone could create general checklist for the missing properties that has to be added.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Tue 25/10/2016 15:06:50
By the way, I was testing this stuff out and noticed that there is another mistake in the manual (not engine):

Quote
To disable character lighting and tinting effects, call SetLightLevel with parameter light_level 0.

In fact, setting character's (and object's) light level to 0 will enforce individual light level 0, which would override region and ambient light levels, similar to how calling Tint() with saturation 0 still overrides region and ambient tints.
The only real way to disable character's individual lighting is to call RemoveTint().


This makes me wonder if changing SetLightLevel into LightLevel property will be a good decision. Because character's LightLevel = 0 will not be the same as "light level disabled".
We would need to add separate property LightLevelEnabled (similar to TintEnabled) to let user know whether character has individual light level set.
Title: Re: AGS 3.4.0
Post by: cat on Mon 31/10/2016 11:07:49
Is there a known problem with AGS cutting audio files?

With our current project, we are using very short sound effects (~160ms) in ogg format. When played, nothing can be heard although the file works fine in the editor preview.
For testing purposes, we made a file that contains the short sound twice. When using it in AGS, it is now played but cut off.

My guess would be that AGS does not play sounds till the end. So with very short sounds nothing can be heard. Our current workaround is to add 200ms silence to the end of the sound. However, I think this is worth investigation (or at least adding a caveat in the manual because this is very hard to figure out).

Edit: I just realized that I already posted about this before but noone answered yet:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51050.msg636529615#msg636529615 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=51050.msg636529615#msg636529615)
Title: Re: AGS 3.4.0
Post by: Danvzare on Mon 31/10/2016 11:23:40
I've encountered the problem myself. I figured out straight away that I needed to add some silence to the start and end.
Also, maybe it's just me (I've yet to test this theory), but it doesn't seem to cut off the sound when it's in WAV format.

I must admit though, the sound cutting off is a little bit annoying.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 31/10/2016 18:04:04
@cat, I met some issues with OGG audio being cut before, but not exactly what you describe. I could maybe check what is going on under debugger if you send me the OGG file (or both short and log files).
Title: Re: AGS 3.4.0
Post by: xenogia on Mon 31/10/2016 23:32:03
Out of curiosity I tried to build the demo game to Linux from within Windows and it doesn't copy any of the libraries or ags32 to ags64 to the compiled directory. Though it does copy the initial bash script and the directory structure. Odd
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Tue 01/11/2016 06:58:25
Quote from: xenogia on Mon 31/10/2016 23:32:03
Out of curiosity I tried to build the demo game to Linux from within Windows and it doesn't copy any of the libraries or ags32 to ags64 to the compiled directory. Though it does copy the initial bash script and the directory structure.
Could you tell where is your game project located (user documents folder, disk C, another disk)? Might be permissions issue.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Thu 03/11/2016 20:15:02
So, regarding small OGGs not playing. Cat sent me couple of OGG files and upon investigation I can confirm that the sound library which AGS uses has this issue with OGG and MP3 files. This is related to how it handles audio streams: when it sends final sound partition to device, it cannot know when the sound actually stopped playing there, so it sets some arbitrary "counter" value and waits until counter ends, then tells device to stop. Apparently for very small sounds this counter is not enough to make any of it being actually heard. In the sake of experiment I rised this counter x3 times, and those clips started playing.

I do not feel confident enough to meddle with this right now. Besides I heard Nick Sonneveld is working on replacing audio libraries with OpenAL (which is more up-to-date).
Title: Re: AGS 3.4.0
Post by: Dave Gilbert on Thu 03/11/2016 20:17:55
Hm. Interesting. I can confirm this has never happened to me. I use hundreds of short ogg sound effects per game and I have never added silence to the end. Maybe I have just been lucky?
Title: Re: AGS 3.4.0
Post by: cat on Fri 04/11/2016 08:58:42
Thanks for the analysis, CW!
I understand that there wont be a fix. But maybe we should make a note in the documentation that very short audio files can cause problems and people should make them longer by adding silence to them?

@Dave Gilbert: Maybe your audio files are longer - it only seems to happen if they are less than, say, 300ms long.
Title: Re: AGS 3.4.0
Post by: Danvzare on Fri 04/11/2016 10:05:31
It's nice to finally know what's causing the problem. Thankfully it's easy to work around.

Thanks CW. :-D
Title: Re: AGS 3.4.0
Post by: Khris on Wed 23/11/2016 23:34:27
Quote from: Crimson Wizard on Thu 15/09/2016 21:10:25- Added support for dynamic array as return value of the struct's member
- Fixed Ctrl+Tab did not work for the first time when cycling through opened editor tabs.

This is so awesome, thanks a ton, CW! I can finally ditch 3.2.1 :-D
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Thu 24/11/2016 00:05:55
Quote from: Khris on Wed 23/11/2016 23:34:27
Quote from: Crimson Wizard on Thu 15/09/2016 21:10:25- Added support for dynamic array as return value of the struct's member
- Fixed Ctrl+Tab did not work for the first time when cycling through opened editor tabs.

This is so awesome, thanks a ton, CW! I can finally ditch 3.2.1 :-D
Those are other people work actually :) (like Gurok or monkey0506), although I forgot who did what exactly.

The version is usually a mix of many peoples work. I keep wondering if it may be a useful to add information about who did every change to the new version. Or maybe a list of people who worked on particular version? (I noticed some projects do that)
Title: Re: AGS 3.4.0
Post by: Cassiebsg on Sun 27/11/2016 15:16:34
Quote from: Crimson Wizard on Thu 03/11/2016 20:15:02
So, regarding small OGGs not playing. Cat sent me couple of OGG files and upon investigation I can confirm that the sound library which AGS uses has this issue with OGG and MP3 files. This is related to how it handles audio streams: when it sends final sound partition to device, it cannot know when the sound actually stopped playing there, so it sets some arbitrary "counter" value and waits until counter ends, then tells device to stop. Apparently for very small sounds this counter is not enough to make any of it being actually heard. In the sake of experiment I rised this counter x3 times, and those clips started playing.

I do not feel confident enough to meddle with this right now. Besides I heard Nick Sonneveld is working on replacing audio libraries with OpenAL (which is more up-to-date).

Okay, I've been adding some voice files to my game today and the mp3 are all being cut off... :~( even the bigger files... I'll see about converting them to ogg and see if it improves.
But is the only solution to cutting sound files still to add silence to the end?
Title: Re: AGS 3.4.0
Post by: Danvzare on Sun 27/11/2016 16:06:49
Quote from: Cassiebsg on Sun 27/11/2016 15:16:34
I'll see about converting them to ogg and see if it improves.
But is the only solution to cutting sound files still to add silence to the end?
Converting them to ogg probably won't help. The only solutions I know of is either to convert to wav, or add some silence to the end.
Title: Re: AGS 3.4.0
Post by: Cassiebsg on Sun 27/11/2016 17:22:50
Okay, not sure if it was me converting them to ogg or fixing the number on the voice files, but now they're playing like they should. :)
Sorry for "spamming" in here.
Title: Re: AGS 3.4.0
Post by: on Sun 01/01/2017 00:53:36
Hiya, is there some documentation or tips on how to build to Linux please? Do I need to unzup the Linux zip into the AGS 3.4 folder or something? I can't see any explanation and can't see Linux in my build options...presumably I'm missing something. thank you!
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Sun 01/01/2017 01:31:07
Quote from: Screen 7 on Sun 01/01/2017 00:53:36
Hiya, is there some documentation or tips on how to build to Linux please? Do I need to unzup the Linux zip into the AGS 3.4 folder or something? I can't see any explanation and can't see Linux in my build options...presumably I'm missing something. thank you!
Yes, you need to unzip the archive into AGS Editor folder, which should result in "Linux" folder appearing there. The "Linux" option must appear in the checklist under "Build Targets" option.
Title: Re: AGS 3.4.0
Post by: Gord10 on Sun 01/01/2017 16:56:15
I also noticed that the Linux files had to be added seperately when I worked on Lost Answer's Linux release. I had to unzip the files each time I compiled the game. Is it possible to make those files added automatically?
Title: Re: AGS 3.4.0
Post by: on Sun 01/01/2017 22:39:24
Thanks for the info CW! That's cool, but I've got to agree with Gord. An "out of the box" version would be useful.

Anyway, I used the installer version, this clearly allows you to include the Linux stuff. But as Gord says after a compile you get a bunch of empty Linux "lib" folders. So do I then use the contents of the zip (on page 1) to fill them? It's a bit odd to be given the stuff but no explanation of how to use it at all.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Sun 01/01/2017 23:29:52
Quote from: Screen 7 on Sun 01/01/2017 22:39:24
But as Gord says after a compile you get a bunch of empty Linux "lib" folders. So do I then use the contents of the zip (on page 1) to fill them?

All files are supposed to be added automatically to Compiled/Linux folder if they are correctly installed in the Editor location. If they are correctly installed into the Editor, but not added to the compiled game, that's a bug.

Possible things to check:
- do Linux/lib** folders actually have something inside Editor directory?
- is your game located on path where you have write access? (also try running AGS Editor with administrative rights and see if there is any difference).
- do you have some antivirus running, like Avast (known for causing troubles with AGS)?

Information which may help to diagnose the problem:
1) What operating system are you running.
2) What are contents of Linux subfolder inside Editor's program directory?
Title: Re: AGS 3.4.0
Post by: on Mon 02/01/2017 01:45:19
Sure...Ok I ran AGS 3.4 as admin and that copied them all over when I re-compiled. I guess that answers that, thanks! :)

Whilst we're talking about it though, I do get compiling errors, "The plugin agsblend.dll does not have a Linux equivalent" etc. Are there equivalents for these, agsblend, agsd3dvsync, agsteam.dll - or how does one avoid these compiling issues if you have any info/suggestions on that please? I presume if the game isn't using them I can switch them off in the editor, but what if the game IS using them?

I'm curious about a comment you made elsewhere:
QuoteBut I guess we must just admit that AGS does not support Linux. Over years no one actually took on maintaining the Linux version, so the chances anything will be fixed are close to zero.

and I just wanted to check if you were referring to running the AGS editor on Linux, or if you meant AGS games (or something else?)? Whichever was meant, on that sort of note, what kind of problems do you envisage for games compiled for Linux, and how far down the line are they likely to occur? It's hard to ask that clearly... really I'm just asking what the potential hazards of building to Linux directly through the editor are, or may be, because that quote suggests something we need at a later date may not be up to date, or kept up to date?

Thanks for the help! It's kind of a gamble when you go Linux with AGS games regardless of whether the editor builds it or not, so I know I can't just hit a button and hope for the best (probably have to learn something and find a virtual machine to test etc). But any extra information may help me and others, as I wouldn't know where to look to find it - so thanks!
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 02/01/2017 02:44:06
Quote from: Screen 7 on Mon 02/01/2017 01:45:19
Sure...Ok I ran AGS 3.4 as admin and that copied them all over when I re-compiled.
Can you please clarify, where is your game project located (user documents, or other place?)


Quote from: Screen 7 on Mon 02/01/2017 01:45:19
Whilst we're talking about it though, I do get compiling errors, "The plugin agsblend.dll does not have a Linux equivalent" etc. Are there equivalents for these, agsblend, agsd3dvsync, agsteam.dll - or how does one avoid these compiling issues if you have any info/suggestions on that please? I presume if the game isn't using them I can switch them off in the editor, but what if the game IS using them?

This is a complicated issue. AGS developers and contributors cannot always support plugins on all operating systems, firstly because we are not ones who create them, secondly because source code is not available for every plugin.
There were a number of plugins that were rewritten into open source and (supposedly) portable code, by JJS, and they may even be integrated into the engine (I think that is done by default for Linux too). AFAIK AGSBlend is one of them. But this is a temporary solution, because if original plugin's author releases a new version, there will be inconsistency. I can understand why JJS did this, - because his aim was to make existing games run on Linux - but normally it is plugin authors who should make their plugins portable (or some contributor willing to port and maintain that plugin).

What happens if plugin was not built-in with the Linux port, nor present as Linux library: engine tries to use existing hard-coded "placeholders" - which lets you at least start game, at the cost of missing functionality. But if neither plugin or placeholder is present, then game can just not load.


Quote from: Screen 7 on Mon 02/01/2017 01:45:19
I'm curious about a comment you made elsewhere:
QuoteBut I guess we must just admit that AGS does not support Linux. Over years no one actually took on maintaining the Linux version, so the chances anything will be fixed are close to zero.

and I just wanted to check if you were referring to running the AGS editor on Linux, or if you meant AGS games (or something else?)?

What I mean is that we cannot guarantee normal work to same degree as we guarantee it on Windows. It may work, or it may have various weird issues. The problem is simply that there is no one who would test and fix Linux version on regular basis.
Title: Re: AGS 3.4.0
Post by: on Mon 02/01/2017 02:56:43
Thanks for the info. In this instance, I could do away with blend and sync...but agsteam being the Steam achievements, I would need to keep that ;) But presumably, along your line of advice, it exists, cos monkey05_06 will have used it somewhere surely. But sure, now I understand that side of things a bit better, cheers. Oh, and it's just in c:\mygame

I literally just downloaded AGS 3.4 to try the Linux thing, so can't give any hints if its version related or specifically the way it copies the Linux files, but earlier versions have not had issues writing files nor need to run as admin to do so (though of course, those were all Windows only, with no alternative options in the editor).
Title: Re: AGS 3.4.0
Post by: morganw on Mon 02/01/2017 12:23:26
If you are working on a folder that's located in the root of a disk, you should probably disable inheritance and give yourself "Full Control" of that folder, or just use a folder that is inside your user profile instead. The built-in / free Microsoft antivirus seems to be getting a bit more heavy handed with it's on-access scanning; I'm noticing a lot of slowdown on the computers I manage at work, which disappears when I add an exception for programs that are active. Plus I've personally seen game compilation fail if the game folder is open in Explorer (must be some kind of indexing or thumbnail generation interfering with it, or could also be related to on-access virus scanning).

Anyway to sum up, after making considerations for the above, I can build a Linux game without manually copying files around.
Title: Re: AGS 3.4.0
Post by: [delete} on Mon 02/01/2017 18:09:26
Quote from: Crimson WizardIt may work, or it may have various weird issues.

Quote from: Lore of the Vedurnan (Tales from Earthsea)In ancient 1980's times, once dragons adventure games and humans Linux were one.
In our Earthsea time, dragons adventures move between the Windows realm and the timeless region west of west, known as the westernmost and most free isles.
and associated song (https://www.youtube.com/watch?v=hxLJy-2xmbI)
Title: Re: AGS 3.4.0
Post by: on Mon 02/01/2017 18:17:08
Hm, well I can't find anything amongst the Ancient aliens theory to suggest they ever got adventure games working for Linux ;)
Title: Re: AGS 3.4.0
Post by: Gord10 on Tue 03/01/2017 17:32:00
I tried running AGS 3.4.0.13 as administrator and compiling Linux game this way. No, the required Linux files didn't get copied for me. I am on Windows 10 without antivirus (I've recently formatted the PC).

Game is on D:/Lost Answers, AGS is at C:\Program Files (x86)\Adventure Game Studio 3.4.0.

Edit:
I thought it was because of the white space in the folder name. I tested in LostAnswersTest folder, still the same error.
Title: Re: AGS 3.4.0
Post by: on Tue 03/01/2017 18:14:09
Did you try the installer version of 3.4, or did you use the 2 zip files? Maybe the installer helps? (though if your ags is in x86 that sounds like you used the installer)..
Title: Re: AGS 3.4.0
Post by: morganw on Tue 03/01/2017 21:10:52
I think it's a problem with the build process using hardlinks, a regular user can't hardlink into the AGS installation folder:
Code (dos) Select
C:\Users\mwill>fsutil hardlink create in_my_profile "C:\Program Files (x86)\Adventure Game Studio 3.4.0\Linux\ags64"
Error:  Access is denied.

...and you can't hardlink across filesystems, so you can't have your installation on C: and your game somewhere else, like D:.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Tue 03/01/2017 21:13:00
Quote from: morganw on Tue 03/01/2017 21:10:52
I think it's a problem with the build process using hardlinks, a regular user can't hardlink into the AGS installation folder:
Code (dos) Select
C:\Users\mwill>fsutil hardlink create in_my_profile "C:\Program Files (x86)\Adventure Game Studio 3.4.0\Linux\ags64"
Error:  Access is denied.

...and you can't hardlink across filesystems, so you can't have your installation on C: and your game somewhere else, like D:.

I think the idea of using hardlinks was not very suitable for this case; recently I realized that if you uninstall AGS Editor, all your compiled Linux games (in Compiled folders) will break.
This must be changed to simple file copy.
Title: Re: AGS 3.4.0
Post by: morganw on Tue 03/01/2017 21:28:22
Sounds good. I think if 10MB of disk space is that critical to someone, they'll be having bigger problems than building AGS games.
Edit: The engine components could be hashed if a rebuild needs to know if the engine is up-to-date.
Title: Re: AGS 3.4.0
Post by: monkey0506 on Tue 03/01/2017 21:41:30
Hardlinks don't break if one of the links is deleted. :-\ I also thought that the hardlink function was set to do a file copy as a last resort, though obviously not.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Tue 03/01/2017 21:46:38
Quote from: monkey0506 on Tue 03/01/2017 21:41:30
Hardlinks don't break if one of the links is deleted.
Oh, they are like reference counted data... well, that explains why it cannot create hardlink for the file in C:/Program Files without admin permissions.
But does this mean that if I do something to Linux lib files inside one Compiled folder (e.g. corrupt them somehow), then it will have these changes applied for every other compiled game on disk, and even ones inside AGS Editor installation?

More importantly, this is not good that there are incosistent ways to deal with Windows and Linux files. Maybe use same operation for any file that has to be shared/copied from the Editor (acwin.exe, Linux libs, and so on)? Then at least we will have to deal with only one set of issues.
Title: Re: AGS 3.4.0
Post by: Gord10 on Wed 04/01/2017 16:29:38
Quote from: Screen 7 on Tue 03/01/2017 18:14:09
Did you try the installer version of 3.4, or did you use the 2 zip files? Maybe the installer helps? (though if your ags is in x86 that sounds like you used the installer)..
I used the installer.
Title: Re: AGS 3.4.0
Post by: MiteWiseacreLives! on Mon 16/01/2017 08:09:28
Is anyone else having issues with saving sprites? An error with back-up sprite file. It comes and goes for no apparent reason, perhaps related to Win 10 updates or Avast antivirus???
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 16/01/2017 08:13:37
Quote from: MiteWiseacreLives! on Mon 16/01/2017 08:09:28
Is anyone else having issues with saving sprites? An error with back-up sprite file. It comes and goes for no apparent reason, perhaps related to Win 10 updates or Avast antivirus???
Did you try the version I sent you earlier?
Title: Re: AGS 3.4.0
Post by: MiteWiseacreLives! on Mon 16/01/2017 15:12:55
It throws an error msg and freezes on the splash screen. Are there some files missing from that package? I can get that msg as well once I'm at my computer.
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 16/01/2017 16:22:41
Quote from: MiteWiseacreLives! on Mon 16/01/2017 15:12:55
It throws an error msg and freezes on the splash screen. Are there some files missing from that package? I can get that msg as well once I'm at my computer.
What is error text?
Make sure you have the latest version of the editor, found here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54118.0
Then copy the new exe over original installation.
Title: Re: AGS 3.4.0
Post by: MiteWiseacreLives! on Mon 16/01/2017 17:37:08
OK so replaced the files with the new ones, I did not clue in to this earlier, and AGS now fires up.
Got the same error message when trying to save after importing a sprite.
But now I seem to have broke my game:

Quote
---------------------------
Adventure Game Studio
---------------------------
An error occurred whilst trying to load your game. The error was:



Unable to load the sprite file ACSPRSET.SPR. The file may be missing, corrupt or it may require a newer version of AGS.



If you cannot resolve the error, please post on the AGS Technical Forum for assistance.
---------------------------
OK   
---------------------------

it looks like the acsprset.spr file has been emptied (File size is zero), I'm going to try using the sprite back up (which is now questionable) to replace it.
Edit:
Alright, so I was able to load the game after using the back up sprite file and replacing the original.
But even with the new build and running it as an administrator I get this error when I save after importing a new sprite:
Quote
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.4.0.13

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ---> System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at SpriteCache.saveToFile(SpriteCache* , SByte* , Int32 , Boolean )
   at save_sprites(Boolean compressSprites, List`1 warnings)
   at AGS.Native.NativeMethods.SaveGame(Game game, List`1 warnings)
   at AGS.Editor.NativeProxy.SaveGame(Game game, List`1 warnings)
   at AGS.Editor.AGSEditor.SaveGameFilesProcess(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.SaveGameFiles()
   at AGS.Editor.Components.FileCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs 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.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at AGS.Editor.ToolStripExtended.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Mon 16/01/2017 23:07:09
Alright, better not to use that test build for now then, looks like it broke more than fixed.
I may try to fix it, but I need to know if you are okay testing it out, which may take several iterations, and ofcourse using it only with expendable copies of your game.

Also, why are you running it as administrator, are there problems running it as a regular user?

BTW, you mentioned Avast antivirus before, it is known for causing problems with AGS.
Title: Re: AGS 3.4.0
Post by: MiteWiseacreLives! on Tue 17/01/2017 02:36:47
Yah I have no problem testing it while I work with this little game, lots of assets to work on while the editor is being cranky.
I run as administrator because it's one of the things I tried the last time and the problem disappeared for a week or two.
I'll also look into a different antivirus, any suggestions? Are there ones that don't hate AGS so much?
Title: Re: AGS 3.4.0
Post by: Crimson Wizard on Wed 18/01/2017 08:33:08
I would like to lock this thread, because there is a newer patched version of 3.4.0:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=54118.0

It should be absolutely safe to update from older 3.4.0, so please do if you are still using unpatched one.