# Adventure Game Studio | Forums

## AGS Support => AGS Engine & Editor Releases => Topic started by: Crimson Wizard on 30 Apr 2019, 20:38

Title: AGS 3.5.0 - RC 5 (new upcoming version)
Post by: Crimson Wizard on 30 Apr 2019, 20:38
AGS 3.5.0 - RC 5
Current release number: 3.5.0.21

For Editor
Spoiler: Show

For Android
Spoiler: Show

For AGS developers
Spoiler: Show

AGS source code central repository (https://github.com/adventuregamestudio/ags/tree/ags3)

Released: 28th November 2019

This release is brought to you by:

- Alan v. Drake
- BigMC (fixes to building on some Linux systems)
- ChamberOfFear (Editor's Color Themes)
- Crimson Wizard
- John Steele Scott (OpenGL support on Linux)
- Martin Sedlak (new pathfinding)
- Matthew Gambrell (better threaded audio support and bug fixes)
- monkey0506 (steam/gog plugin stubs)
- morganw
- rofl0r (bug fixes)
- scottchiefbaker (fixes to building on some Linux systems)
- sonneveld
- tzachs (new navigation bar for the Room Editor)

What is new in 3.5.0

Common features:
- Now using Allegro v4.4.3 library (previously v4.4.2).
- Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
- Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to match game's resolution by default and not resized, unless running in backwards-compatibility mode.
- Allow room size to be smaller than the game's resolution.
- Removed fonts count limit.
- Raised imported sprites count limit to 90000 and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).
- Removed length limit on the Button and TextBox text.

Editor:
- Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
- Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
- Added support for custom UI color themes.
- Game and room templates are now by default saved in AppData/Local/AGS folder. Editor finds them in both program folder and AppData.
- Allow to change IDs of most of the game items in the project tree by swapping two existing items. This is done by calling a context menu and choosing "Change ID".
- Added "Game file name" option to let users easily set compiled game file's name.
- Added "Custom Say/Narrate function in dialog scripts" options to General Settings which determine what functions are used when converting character lines in dialog scripts to real script.
- Added "Allow relative asset resolutions" option to "Backwards Compatibility" section. Disabled by default, it makes game treat all sprites and rooms resolution as real one.
- New revamped sprite import window.
- Sprites that were created using tiled import can now be properly reimported from source.
- Using Magick.NET library as a GIF loader. This should fix faulty GIF imports.
- New sprite export dialog that lets you configure some export preferences, including remapping sprite source paths.
- Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept for backwards compatibility only. When importing older games resolution type will be promoted to "Real" whenever it matches the game.
- New navigation bar in the room editor, which allows to select any room object or region for editing, show/hide and lock room objects and regions in any combination.
These settings are saved in the special roomXXX.crm.user files.
- Improved how Room zoom slider works, now supports downscale.
- Added "Export mask to file" tool button to the Room Editor.
- Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define the precision of Hotspot, Regions and Walkable Areas relative to room background.
- Added "Default room mask resolution" to General Settings, which value will be applied to any room opened for editing in this game for the first time.
- Added "Scale movement speed with room's mask resolution" to General Settings. This is a backward compatible option that supposed to be False by default.
- Removed Locked property from the Room Object, objects are now locked by the navbar.
- Split GUI's Visibility property into PopupStyle and Visible properties.
- Added Clickable, Enabled and Visible properties to GUI Controls.
- "Import over font" command now supports importing WFN fonts too.
- Removed "Fonts designed for high resolution" option from General Settings. Instead added individual SizeMultiplier property to Fonts.
- Alphabetically sort audio clips in the drop lists.
- Display audio clip length on the preview pane without starting playback.
- Sync variable type selector in Global Variables pane with the actual list of supported script types.
- In preferences added an option telling whether to automatically reload scripts changed externally.
- Added "Always"choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
- Added shortcut key combination (Shift + F5) for stopping a game's debug run.
- Don't display missing games in the "recent games" list.
- Build autocomplete table a little faster.
- Disabled sending crash reports and anonymous statistics, because of the AGS server issues.
- Corrected .NET version query for the anonymous statistics report.
- Disabled screenshot made when sending a crash report, for security reasons.
- Fixed "Script Compatibility Level" was not correctly set when importing projects made in AGS 3.4.* versions.
- Fixed crash and corruption of project data when writing to full disk.
- Fixed saving sprite file to not cancel completely if only an optional step has failed (such as copying a backup file).
- Fixed changing character's starting room did not update list of characters on property pane of a room editor until user switches editing mode or reloads the room.
- Fixed room editor kept displaying selection box over character after its starting room has changed.
- Fixed room editor not suggesting user to save the room after changing object's sprite by double-clicking on it.
- Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
- Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation.
- Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid.
- Fixed MIDI audio preview was resetting all instruments to default (piano) after pausing and resuming playback.
- Fixed MIDI audio preview had wrong control states set when pausing a playback.
- Fixed autocomplete not showing up correctly if user has multiple monitors.
- Fixed autocomplete crashing with empty /// comments.
- Fixed script compiler could leave extra padding inside the compiled scripts filled with random garbage if script strings contained escaped sequences like "\n" (this was not good for source control).
- Fixed crash when editor was updating file version in compiled EXE but failed and tried to report about that.

Scripting:
- Fixed compiler was not allowing to access regular properties after type's static properties in a sequence (for example: DateTime.Now.Hour).

Script API:
- Introduced new managed struct Point describing (x,y) coordinates.
- Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions with argument of StringCompareStyle type.
- Implemented Dictionary and Set script classes supporting storage and lookup of strings and key/value pairs in sorted or unsorted way. Added SortStyle enum for use with them.
- Implemented Viewport and Camera script classes which control how room is displayed on screen.
- Implemented Screen struct with a number of static functions and properties, which notably features references to the existing Viewports. Deprecated System's ScreenWidth, ScreenHeight, ViewportWidth and ViewportHeight in favor of Screen's properties.
- Added Game.Camera, Game.Cameras and Game.CameraCount properties.
- All functions that find room objects under screen coordinates are now being clipped by the viewport (fail if there's no room viewport at these coordinates).
This refers to: GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt and all of the GetAtScreenXY functions (and corresponding deprecated functions).
- Added Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Object.GetAtRoomXY, Region.GetAtScreenXY, replaced GetWalkableAreaAt with GetWalkableAreaAtScreen and added GetWalkableAreaAtRoom.
- Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
- Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
- Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
- Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, TextColor.
- Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
- Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array.
- Added Game.PlayVoiceClip() for playing non-blocking voice.
- Added SkipCutscene() and eSkipScriptOnly cutscene mode.
- Allowed to change Mouse.ControlEnabled property value at runtime.
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
- Try to create all subdirectories when calling File.Open() for writing, DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory().
- Deprecated "system" object (not System struct!).
- Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds.
- Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's "Allow relative asset resolutions" option is disabled.

Engine:
- New pathfinder based on the A* jump point search.
- Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files.
- Implemented support for sprite batch transformations.
- Implemented support for multiple custom room viewports and cameras.
- Removed limits on built-in text wrapping (was 50 lines of 200 chars max each).
- Removed 200 chars limit for DoOnceOnly token length.
- Reimplemented threaded audio, should now work correctly on all platforms.
- Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc)
- Made fps display more stable and timing correct when framerate is maxed out for test purposes.
- Print debug overlay text using Game.NormalFont (was hard-coded to default speech font).
- Improved performance of hardware-accelerated renderers by not preparing a stage bitmap for plugins unless any plugin hooked for the particular drawing events.
- Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too.
- Support "--gfxdriver" command line argument that overrides graphics driver in config.
- Implemented "--tell" set of commands that print certain engine and/or game data to stdout.
- Use "digiid" and "midiid" config options to be used on all platforms alike and allow these to represent driver ID as a plain string and encoded as an integer value (for compatibility).
- Completely removed old and unsupported record/replay functionality.
- Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.
- Expanded some of the error messages providing more information to end-user and developers.
- Fixed engine could not locate game data if relative path was passed in command line.
- Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame.
- Fixed engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or ItemHeight to 0.
- Fixed engine crashing if Object.SetView is called with a view that does not have any loops.
- Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's background was modified using raw drawing commands before fade-in.
This happened only when running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players for a certain barely related reason.
- Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio.
- Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent.
- Fixed Direct3D was slightly distorting game image in pixel perfect mode.
- Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical artifacts remaining after the Steam overlay, for example.
- Fixed potential crash that could happen when switching between fullscreen and windowed mode, or switching back into game window (only observed on Linux for some reason).
- Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'.
- Fixed a bug in mp3/ogg decoder where it assumed creating an audiostream succeeded without actually testing one.
- Restored support for running games made with experimental 3.3.0 CR version.
- Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on.
- Fixed increased CPU load when displaying built-in dialogs (save, restore etc).
- Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog buttons when predefined 2041, 2042 and 2043 were not available.
- Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones.
- Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though).
- Added stubs for SpriteFont plugin.

Linux:
- Support for OpenGL renderer.
- Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches.
- $APPDATADIR$ script paths are now mapped to "$XDG_DATA_HOME/ags-common", making sure it is a writeable location. Windows: - Windows version of AGS is now built with MSVS 2015 and higher. - Engine is marked as a DPI-aware application that supposed to prevent window scaling by system. On color themes After launching the Editor, go to File - Preferences. In the "Editor Appearance" group box you will find "Color Theme" setting. If you haven't installed any themes yet the selection list will be empty. Press "Import Color Theme" and select appropriate JSON file, containing theme configuration. Sample color theme: Dark UI Theme (https://github.com/adventuregamestudio/ags/files/1613027/VisualStudioDark.zip). There is no specification on theme creation yet, but I hope there will be one at some point. For now you may copy and modify existing one. Themes are in JSON format, which you may edit in most simple text editors. If the theme is broken, the editor will report an error and reset to Default theme on startup. ChamberOfFear also suggested creating a repository for the themes to let people upload their own and improve existing ones, which we may do in a future. On new navigation bar in the room editor This was made by tzachs back in 2014, but got into the editor only now. The feature is working, but may need polishing. Screenshots (warning - big size): Spoiler: Show (http://i.imgur.com/dSAbGb3.png) (http://i.imgur.com/Fk4YLkw.png) (http://i.imgur.com/CPkUOwA.png) Quoting tzachs (from his old thread) - - Room Layers This feature allows you to view (and edit) walkable areas/walk-behinds/hotspots/regions/characters/objects/edges in the same time (as opposed to only seeing one of them at a time, like we've seen before). Well, not entirely though: walkable areas/walk-behinds/hotspots/regions still can't be seen together (as they use masks and is part of the natives dll so I skipped it for now) but they can be seen along objects, characters, and edges. - Visibility Each layer can be made visible/hidden by the push of a button. In addition, for the objects/characters/edges layers each item in the layer can also be made visible/hidden by the push of a button. This will only affect the editor, not the actual game. - Locking Each layer can be locked/unlocked by the push of a button. In addition, for each layer, each item in the layer can also be locked/unlocked by the push of a button. A locked item cannot be moved until it is unlocked, useful to prevent mistakes when designing the room. This will only affect the editor, not the actual game. On Dictionary and Set script types AGS 3.5.0 introduces two new script classes Dictionary and Set. Both are containers (like special kinds of a list) that store Strings in them. Unfortunately AGS script does not support "generic" code which would allow to create these container classes for any type, so we decided to make ones with String support for the time being, and because Strings are pretty universal type that may store many things in itself. Dictionary is a container that stores key/value pairs. The existing analogue is "custom properties". It lets you define a name for some value and attach value in it, then later read or change that value using same key. Code: Adventure Game Studio 1. Dictionary *dict = Dictionary.Create(); 2. dict.Set("name", "Roger"); 3. dict.Set("health", String.Format("%d", 10)); 4. ... 5. int health = dict.Get("health").AsInt; 6. Set is a container that stores just lone strings, and it mainly has a use of describing a list of unique items. The existing analogue is "Game.DoOnceOnly" function. Code: Adventure Game Studio 1. Set *myTasks = Set.Create(); 2. myTasks.Add("bought milk"); 3. myTasks.Add("pressed button"); 4. myTasks.Add("locked door"); 5. myTasks.Remove("pressed button"); 6. ... 7. if (myTasks.Contains("bought milk")) 8. { // do something 9. } 10. Both Dictionary and Set may be created in 4 different forms, combining two properties: a) sorted/unsorted mode and b) case-sensitive/case-insensitive mode. Note you cannot change their behavior after creation, but you may copy their contents to another Dictionary or Set. Both classes provide GetItemsAsArray() method which lets you get their current contents in same order as they store it (sorted or not). On new room viewport and camera commands This release changes the way AGS handles room viewport. Originally room view was covering whole screen and always drawn 1:1. 3.5.0 separates old viewport into viewport and camera, also changing the meaning of viewport term. Additionally, 3.5.0 now supports multiple viewports and cameras. In 3.5.0: Viewport is a place on screen where room is drawn, defined in game coordinates (e.g. 0,0 - 320x200). Camera is a place in room which is being drawn, defined in room coordinates. The part of the room "seen" by camera is being copied to the viewport on screen, scaled up or down if necessary. For example, if you set camera's size twice as small than the viewport, then room will appear zoomed in x2. If you set camera's size twice as big than the viewport, room will appear zoomed out x2. NOTE: you cannot set camera size larger than the room's background. To access viewport and camera use new properties: Screen.Viewport and Game.Camera. These are primary viewport and primary camera that are always present and cannot be removed. Screen.AutoSizeViewportOnLoad boolean value turns automatic viewport adjustment on room load. It is ON by default which corresponds to normal room view you are used to. As extra, there are Screen.Viewports array and Screen.ViewportCount property that tells that array's size, as well as Game.Cameras array and Game.CameraCount. These arrays may come useful when working with multiple viewports/cameras. In regards to viewports/cameras, note that they currently are belong to the global Game state and automatically transit to a new room along with player. You would have to remember to clean unnecessary ones up either in "room leave" or "room enter before fade-in" events. Since the relation between screen and room is now more complicated new functions were added to help convert between screen and room coordinates: Screen.ScreenToRoomPoint(), Viewport.ScreenToRoomPoint() and Viewport.RoomToScreenPoint(). These functions return an object of Point type containing (x,y) coordinates. Screen.ScreenToRoomPoint() returns null if there is no Viewport on screen under these coordinates. This is because if there will be multiple viewports supported in the future then engine simply won't know which to choose having none under these coords. Both Viewport.ScreenToRoomPoint() and Viewport.RoomToScreenPoint() have 'clipViewport' parameter which tells whether they should return null if the coordinates lie outside of the visible part of the room. Old viewport functions are now deprecated, they may still be enabled if you set "Script compatibility level" to v3.4.1 or lower. Here's correspondence between old and new functions:  Old command New command(s) SetViewport(x, y); Game.Camera.SetAt(x, y); ReleaseViewport(); Game.Camera.AutoTracking = true; GetViewportX(); Game.Camera.X; GetViewportY(); Game.Camera.Y; As you may see, what was known as "viewport" earlier is now called "camera", and "new viewport" is something that was never supported before. Title: Re: AGS 3.5.0 - Beta 1 (new upcoming version) Post by: eri0o on 02 May 2019, 02:54 Just reporting this version is working great on Wine too! I am a bit focused on my game in the 3.4.3.1 right now, but it did compile once I removed the following code: Code: Adventure Game Studio 1. game.replay_hotkey = 0; 2. I had this code because the now removed replay thing used to be called by default with the same key combination I use when Capturing with OBS Studio and also the same hotkeys as Peek, which I also use for capturing. Other than this I haven't yet upped the API version for 3.5.0 to play with the new things like the cameras. :] Title: Re: AGS 3.5.0 - Beta 1 (new upcoming version) Post by: bx83 on 04 May 2019, 10:00 Hi, just a question you probably answered 1500 posts ago -- is there coming back from this version? What I mean is: If a have a project done in 3.4.3, and I update to 3.5beta, will my actual project file no longer be able to be edited with 3.4.3 or anything lower? I understand the game savegames are non-compatible, but is the game.agf etc. file? Title: Re: AGS 3.5.0 - Beta 1 (new upcoming version) Post by: Crimson Wizard on 04 May 2019, 10:29 Hi, just a question you probably answered 1500 posts ago -- is there coming back from this version? What I mean is: If a have a project done in 3.4.3, and I update to 3.5beta, will my actual project file no longer be able to be edited with 3.4.3 or anything lower? I understand the game savegames are non-compatible, but is the game.agf etc. file? Not automatically. But if really wanted, it is possible to edit game.agf by hand (its a text file) and cut out new stuff. Rooms are much harder because they are saved in binary, so probably would require recreating and importing/exporting backgrounds etc. To sum up, I won't recommend upgrading unless you are certain you will finish your game with this version. Title: Re: AGS 3.5.0 - Beta 2 (new upcoming version) Post by: Crimson Wizard on 11 May 2019, 19:57 Update: AGS 3.5.0 - Beta 2 ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.11/AGS-3.5.0-Beta2.zip Linux pack for the editor: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.11/AGS.3.5.0.11.Editor.Linux.Pack.zip Changes since Beta 1: Editor: - Added "Custom Say/Narrate function in dialog scripts" options to General Settings which determine what functions are used when converting character lines in dialog scripts to real script. "Custom Say" must be a Character's extender function declared in one of your script headers. Function must take 1 parameter of type String (speech text) in order for dialog scripts to compile correctly. It will then be used to replace dialog lines like Code: Adventure Game Studio 1. CHAR: Say something . "Custom Narrate" must be a simple global function taking 1 parameter of type String. It will be used to replace dialog lines like Code: Adventure Game Studio 1. narrator: Tell something . IMPORTANT: there were complications and this currently does not work for "Say" checkbox. Meaning, if you have "Say" checkbox on, the dialog option text will be displayed using regular Character.Say. Engine: - Support "--gfxdriver" command line argument that overrides graphics driver in config. - Fixed Character.DestinationY telling incorrect values beyond Y = 255. - Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though). Also lots of fixes to the new functionality and regressions found in 3.5.0. Title: Re: AGS 3.5.0 - Beta 2 (new upcoming version) Post by: cat on 16 May 2019, 19:07 I'm currently using 3.5.0.11 and have a weird issue: My object is not visible in the room editor, but it is visible when running the game. I can drag it around but cannot see it. The object uses alpha channel. When I replace the graphics with one of the default graphics that ship with the two-click-template, it is shown. It does not make any different whether I choose objects to be visible in the "Edit this room's" bar. Edit: When executing the game, alpha channel does not work - the background is shown black. In sprite editor, I set AlphaChannel to true and TransparentColour to LeaveAsIs Title: Re: AGS 3.5.0 - Beta 2 (new upcoming version) Post by: Crimson Wizard on 16 May 2019, 19:10 I'm currently using 3.5.0.11 and have a weird issue: My object is not visible in the room editor, but it is visible when running the game. I can drag it around but cannot see it. The object uses alpha channel. When I replace the graphics with one of the default graphics that ship with the two-click-template, it is shown. It does not make any different whether I choose objects to be visible in the "Edit this room's" bar. Is it possible to send me a project? or at least the room (*.crm, *.crm.user files)? Title: Re: AGS 3.5.0 - Beta 2 (new upcoming version) Post by: cat on 17 May 2019, 20:32 Turns out that I was using 16bit (which is the default of the template) instead of 32bit. Switching to 32bit and reimporting the sprites solved the issues. Is there a reason for using 16bit at all? Title: Re: AGS 3.5.0 - Beta 2 (new upcoming version) Post by: Crimson Wizard on 17 May 2019, 20:51 Turns out that I was using 16bit (which is the default of the template) instead of 32bit. Switching to 32bit and reimporting the sprites solved the issues. Is there a reason for using 16bit at all? I don't think there's any benefit today. Also I thought we changed all templates to 32-bit. Maybe there's one left where I did not copy an updated version. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 19 May 2019, 21:35 Update: AGS 3.5.0 - Beta 3 ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.12/AGS-3.5.0-Beta3.zip Linux pack for the editor: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.12/AGS.3.5.0.12.Editor.Linux.Pack.zip Changes since Beta 2: Editor: - Added "Game file name" option to let users easily set compiled game file's name. Scripting: - Fixed compiler was not allowing to access regular properties after type's static properties in a sequence (for example: DateTime.Now.Hour). Script API: - Try to create all subdirectories when calling File.Open() for writing, DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory(). More fixes to the new functionality and regressions found in 3.5.0. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Dualnames on 19 May 2019, 22:50 Woohoo new version!! Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 21 May 2019, 21:25 I just got an error message in script editor while editing a module (I imported a sprite and then edited the script): Spoiler: Show Error: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only Version: AGS 3.5.0.11 AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only ---> AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only at save_game(Boolean compressSprites) at AGS.Native.NativeMethods.SaveGame(Game game) at AGS.Editor.NativeProxy.SaveGame(Game game) at AGS.Editor.AGSEditor.SaveGameFilesProce ss(Object parameter) at AGS.Editor.BusyDialog.RunHandlerOnThrea d() --- 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.FileCommandsCompo nent.CommandClick(String controlID) at AGS.Editor.ToolBarManager.ToolbarEventH andler(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.On Click(EventArgs e) at System.Windows.Forms.ToolStripItem.Hand leClick(EventArgs e) at System.Windows.Forms.ToolStripItem.Hand leMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.Fire EventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseU p(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.ControlNat iveWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Besides that, I just want to mention that I absolutely LOVE the new sprite import GUI! Edit: Ah damn it, looks like my sprite file broke - when I try to edit the sprites now, the editor just closes. Do you want a copy of it before I git-revert it? Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 21 May 2019, 21:44 Edit: Ah damn it, looks like my sprite file broke - when I try to edit the sprites now, the editor just closes. Do you want a copy of it before I git-revert it? Hmm, I could look, but it may be just a result of some error during writing. BTW I should have mentioned earlier, there's a bug in this version which happens when you use DynamicSprites, occasionally game may crash and say something about "trying to remove sprite that does not exist". I already fixed it but it's not released yet. This problem may be temporarily avoided by increasing sprite cache size. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: doimus on 22 May 2019, 17:04 I saw there was a suggestion to improve text parser a bit over there in the now locked alpha thread... I have one little improvement in mind that could streamline the whole parser business a lot: Could we have parser words imported from plain text files? Something simple like csv, which just lists all possible sinonyms in a single line of text. Ie. each line becomes a word group. Or we could manually specify groups as first value, whatever. Quote 1, look, examine, peek at 2, get, take, pick up 3, talk, ask, tell, inquire ...... That way we can have all the words in a separate spreadsheet with spell checking, thesaurus and whatnot, and then just export to csv as needed. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 22 May 2019, 18:07 I saw there was a suggestion to improve text parser a bit over there in the now locked alpha thread... I saw a mention of improvement, but after I asked what the person had in mind they never replied back... I have one little improvement in mind that could streamline the whole parser business a lot: Could we have parser words imported from plain text files? Something simple like csv, which just lists all possible sinonyms in a single line of text. Ie. each line becomes a word group. Or we could manually specify groups as first value, whatever. Do you mean importing parser contents in the Editor or modifying it at runtime? BTW I wonder if editor plugin API currently has access to parser dictionary. If it does, then this may be solved with the plugin. Otherwise, some generic format should be established, as well as a rule of how and when the import occurs. OTOH morganw wanted to gradually shift Editor towards using files directly from disk rather than requiring to import them into editor data. This is too for consideration. If at runtime, I guess a universal function would be to let you read and edit parser dictionary in the script? That would allow fill it from any source you like, hardcoded in script or a text resource. I do not think I will be doing this for this particular release though. It's long overdue and currently I am more inclined to fix remaining bugs. Next update maybe. We have two new script classes called Dictionary and Set, and were considering replacing some of the built-in functionality with them for convenience. For example, DoOnceOnly function could be replaced with something like "DoOnce" Set, and custom properties could be replaced with a Dictionary property. Similarily, text parser's dictionary could be exposed into the script as a Dictionary object that game developers may modify as they please. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 22 May 2019, 19:48 I reverted my sprite files but whenever I compile the game, the editor crashes without any message. And now it even crashes when just opening the game. I reverted also the game file and module and now it was fine. I was able to re-import the sprites. However, it is very weird that the whole editor crashes without even a warning. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 22 May 2019, 20:15 Now I had this error again while assigning sprites to a view. Why would the editor try to write the backup sprite file while editing a view? This is very annoying, because I just imported quite a lot of sprites for a view. All the sprites I previously imported are either gone of turned black in the sprite editor. When I tried to open the view where the sprites are used, the editor crashed again on me. To me, this is mostly annoying, because I use source control and commit often, but other people might be in serious trouble when this happens. Spoiler: Show Error: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only Version: AGS 3.5.0.11 AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only ---> AGS.Types.AGSEditorException: Unable to create the backup sprite file. Make sure the backup sprite file is not read-only at save_game(Boolean compressSprites) at AGS.Native.NativeMethods.SaveGame(Game game) at AGS.Editor.NativeProxy.SaveGame(Game game) at AGS.Editor.AGSEditor.SaveGameFilesProce ss(Object parameter) at AGS.Editor.BusyDialog.RunHandlerOnThrea d() --- 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.FileCommandsCompo nent.CommandClick(String controlID) at AGS.Editor.ToolBarManager.ToolbarEventH andler(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.On Click(EventArgs e) at System.Windows.Forms.ToolStripItem.Hand leClick(EventArgs e) at System.Windows.Forms.ToolStripItem.Hand leMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.Fire EventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseU p(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.ControlNat iveWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 22 May 2019, 21:39 @cat I will look into this, but do you have any idea of a reliable test case? Like, have you got a project in such state that I could do few actions and get same error? I reverted my sprite files but whenever I compile the game, the editor crashes without any message. And now it even crashes when just opening the game. Also that may help to at least find out why it crashes like this if I had project files in the broken state. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: doimus on 23 May 2019, 08:55 Do you mean importing parser contents in the Editor or modifying it at runtime? BTW I wonder if editor plugin API currently has access to parser dictionary. If it does, then this may be solved with the plugin. Otherwise, some generic format should be established, as well as a rule of how and when the import occurs. OTOH morganw wanted to gradually shift Editor towards using files directly from disk rather than requiring to import them into editor data. This is too for consideration. I meant just replacing the current input method in the editor with plain file input. Currently, it's difficult to input new words and to edit old words, once the dictionary gets too big. So basically the engine parser data structure remains the same, it's just the user input method that changes. But having a dictionary at runtime definitely sounds like a more useful option! Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 23 May 2019, 08:56 If it happens again, I'll send you the source. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 23 May 2019, 20:27 It happened again, I got the same exception as mentioned before. This time I clicked "Send error report" and got an error message for that:"Error reporting failed - Problem sending data: The request was aborted: Could not create SSL/TLS secure channel." I'll PM you the broken game project. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 23 May 2019, 20:39 This time I clicked "Send error report" and got an error message for that:"Error reporting failed - Problem sending data: The request was aborted: Could not create SSL/TLS secure channel." Send error feature depends on this site working too... Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 23 May 2019, 21:09 I think the problem was related to moving sprites in the sprite editor to a different folder. Now I kept the mess I had before and didn't move anything and it didn't break so far. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 23 May 2019, 21:45 I think the problem was related to moving sprites in the sprite editor to a different folder. Now I kept the mess I had before and didn't move anything and it didn't break so far. Sounds strange, sprite file building should not depend on how sprites are grouped. Ok, I will test that soon. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 24 May 2019, 09:34 Ok, I found why it's crashing, it happens when the number of sprites record in the game is larger than in the sprite file. That would be trivial to fix. Idk why the backup problem happens. Nothing changed there in a pretty long time, so the error itself may be legitimate (maybe something prevents AGS to access a file? Question is which file - sprite file itself or its backup). But looking at the program logic there, it's definitely incorrect because AGS refuses to continue saving sprites if it failed to make backup, which is silly imho. I'll try to change that to something more reliable. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 24 May 2019, 09:48 Great! From the error message I posted before, it seems the backup file was inaccessible. Maybe this happened because of the folder creation/sprite moving? The crash also didn't happen immediately, only after some time. What is the point of the backup anyway? It always seems to change at the same time as the normal sprite file and since it is binary I don't see what happens in the diff. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 24 May 2019, 10:18 From the error message I posted before, it seems the backup file was inaccessible. Maybe this happened because of the folder creation/sprite moving? The crash also didn't happen immediately, only after some time. Moving folders don't change backup file, it only ever supposed to be changed when saving game. The error log you posted earlier shows that error happened when the game was being saved. What is the point of the backup anyway? It always seems to change at the same time as the normal sprite file and since it is binary I don't see what happens in the diff. AGS copies last version of the sprite file to backup each time before sprite file is saved again. I guess this is done in case something goes wrong during saving so that there would be something to restore it from. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 24 May 2019, 19:00 Something that is not really a bug, but a bit annoying: In the "Edit this room's" bar I select Objects, then right-click the background and select "Place new object here". However, the object is not selected in the property grid and uses the templates default sprite (number 0) which is one single empty pixel. It seems that creating the object didn't work, which might be confusing to users. Only when you click the drop-down in the property grid you see that the object was actually created. It would be much nicer if the property grid would automatically select the newly created object so I can directly edit it. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: TimeTravellerR on 02 Jun 2019, 01:20 will it ever be possible to import an animated GIF and keep its animation? Then move it around as an object or a single loop frame "view" with its animation playing? Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 02 Jun 2019, 01:26 will it ever be possible to import an animated GIF and keep its animation? Then move it around as an object or a single loop frame "view" with its animation playing? Sorry, I don't know how to answer this question. Maybe when AGS has a concept of "animation" item instead of view/loops? It may be worth to post as a suggestion into the issue tracker for future consideration: https://github.com/adventuregamestudio/ags/issues Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: eri0o on 02 Jun 2019, 11:03 Essentially is, you just import the gif to a folder, and then add the folder to a view. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 03 Jun 2019, 19:54 A player reported that he cannot run the game compiled with 3.5.0.11 on Linux but usually he can run AGS games on Linux. I looked at the build target platforms and there is no Linux (but I think in previous versions it was). How can I help the player to run the game? I'm not using any plugins. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 03 Jun 2019, 20:07 A player reported that he cannot run the game compiled with 3.5.0.11 on Linux but usually he can run AGS games on Linux. I looked at the build target platforms and there is no Linux (but I think in previous versions it was). How can I help the player to run the game? I'm not using any plugins. Are there any details on what happens when they try to run it? Do you provide them with linux binaries, or they are using linux engine built by someone else? Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: morganw on 03 Jun 2019, 20:09 From the screenshot isn't he using WINE? Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 03 Jun 2019, 20:20 I provided the standard Windows build. Here is the post of the player: https://www.adventuregamestudio.co.uk/forums/index.php?topic=57134.msg636606538#msg636606538 (https://www.adventuregamestudio.co.uk/forums/index.php?topic=57134.msg636606538#msg636606538) This is the game in question: https://www.adventuregamestudio.co.uk/site/games/game/2348/ (https://www.adventuregamestudio.co.uk/site/games/game/2348/) Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: VampireWombat on 03 Jun 2019, 21:26 Here's a better screenshot of what happens when I run the game. And yes, I'm using WINE. I've tested around 15 AGS games today and this is the only one that's given me an error of any kind. Spoiler: Show (http://ags.pics/3Huu.png) Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: eri0o on 03 Jun 2019, 21:27 Cat, you need to download the Linux package and place it inside Adventure Game Studio installation folder, to generate a proper Linux build. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: Crimson Wizard on 03 Jun 2019, 22:32 Here's a better screenshot of what happens when I run the game. And yes, I'm using WINE. I've tested around 15 AGS games today and this is the only one that's given me an error of any kind. Spoiler: Show (http://ags.pics/3Huu.png) This looks like an engine bug. I don't know much about WINE but I thought it should give same errors as simply running Windows build would do? Program pointer "4300" is at sprite initialization. I will try the game too... PS By the way, we have an automatic building of Linux engine that attaches binaries to every new beta release on github. Here's one from 3.5.0.12: https://github.com/adventuregamestudio/ags/releases/tag/v.3.5.0.12 https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.12/ags+libraries_20190519.tar.xz Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 04 Jun 2019, 07:44 Cat, you need to download the Linux package and place it inside Adventure Game Studio installation folder, to generate a proper Linux build. Ah, good to know. Just copy it there and the "Build for Linux" option will show up? I'll try it in the evening. Edit: I downloaded the latest beta3 (3.5.0.12) and the linux pack. I copied the whole linux pack in the editor folder. What shall I do now? Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: eri0o on 04 Jun 2019, 16:39 The contents should be inside a directory named Linux, and that directory under AGS installation directory. Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: cat on 04 Jun 2019, 20:14 Thanks! I made a build and sent it to VampireWombat for testing. Let's hope this works :) Title: Re: AGS 3.5.0 - Beta 3 (new upcoming version) Post by: VampireWombat on 04 Jun 2019, 22:11 So far so good. I'm too tired to play through at the moment, but it did at least open and let me get to a place with the save/load/quit gui. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Crimson Wizard on 08 Jun 2019, 21:54 Update: AGS 3.5.0 - Beta 4 ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.13/AGS-3.5.0-Beta4.zip Linux pack for the editor: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.13/AGS.3.5.0.13.Editor.Linux.Pack.zip Changes since Beta 3: Common features: - Now using Allegro v4.4.3 library (previously v4.4.2). Editor: - Adjusted saving sprite file to not cancel completely if only an optional step has failed (such as copying a backup file). - Disabled screenshot made when sending a crash report, for security reasons. - Fixed 32-bit sprite imported into 16-bit game was converted to 16-bit but wrongfully kept alpha channel flag. - Fixed saving game when number of sprites is zero. - Fixed newly created object was not selected in room editor. Script API: - Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions with argument of StringCompareStyle type. - Renamed Dictionary/Set's CaseSensitive property to CompareStyle and Sorted to SortStyle. Added SortStyle enum for them. Made both Dictionary and Set also accept these new enums instead of two booleans in Create function. Engine: - Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's background was modified using raw drawing commands before fade-in. This happened only when running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players for a certain barely related reason. - Restored support for running games made with experimental 3.3.0 CR version. - Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on. - Fixed increased CPU load when displaying built-in dialogs (save, restore etc). - Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog buttons when predefined 2041, 2042 and 2043 were not available. - Fixed unnecessary 100% CPU load (regression in 3.5.0). - Fixed camera related errors when loading older save formats (regression in 3.5.0). - Fixed sprite cache trying to dispose dynamic sprites and causing internal logic errors (regression in 3.5.0). - Fixed ProcessClick and some other related functions not working correctly in the scrolling rooms in backward compatible mode (if game was compiled with Script API < 3.5.0-final). Windows: - Engine is marked as a DPI-aware application that supposed to prevent window scaling by system. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: eri0o on 09 Jun 2019, 03:59 The link is broken for the first zip - Beta4 is named as Beta3 (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.13/AGS-3.5.0-Beta3.zip). I downloaded and am using for Adventure Jam and it appears to work great (nod) Hey, I tried to build for Android the v.3.5.0.13 tag, buildall.sh went fine, but using ndkbuild on <SOURCE>/Android/library, I am hitting on an error for missing alfont. Code: Adventure Game Studio 1. [armeabi] Compile++ arm : agsengine <= fonts_engine.cpp 2. jni/../jni/../../../Engine/font/fonts_engine.cpp:19:10: fatal error: 'alfont.h' file not found 3. #include <alfont.h> 4. ^~~~~~~~~~ 5. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Crimson Wizard on 09 Jun 2019, 09:14 The link is broken for the first zip - Beta4 is named as Beta3 (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.13/AGS-3.5.0-Beta3.zip). I downloaded and am using for Adventure Jam and it appears to work great (nod) That's a wrong file. It actually was Beta 3. I reuploaded and now it's Beta 4 for real. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Neo_One on 09 Jun 2019, 13:41 Is there any chance that in the future the editor will be native to Linux? I think it could be done with Mono. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: eri0o on 09 Jun 2019, 14:17 Thanks CW! Great work this version :-D Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Crimson Wizard on 09 Jun 2019, 15:13 Is there any chance that in the future the editor will be native to Linux? I think it could be done with Mono. There is a chance, and this is "in plans" for the last 7 years, but this is as much as I can say at the moment. Depends mostly on whether there will be people who like to work on that. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Dualnames on 09 Jun 2019, 17:46 Confirming the FPS drop with dialogs has been resolved! Yay <3 Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: cat on 09 Jun 2019, 20:50 Thank you for your work and taking into consideration the issues I had! Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Dualnames on 10 Jun 2019, 21:33 Opened up a ticket https://github.com/adventuregamestudio/ags/issues/829 Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Monsieur OUXX on 13 Jun 2019, 13:28 I know I'm a bit late to the party but Spoiler: Show DICTIONARY AND SET FINALLY (https://www.diggingdeeperwithgod.com/devotion/wp-content/uploads/2017/06/Moses-parting-the-Red-Sea_shutterstock_75597013.jpg) Those objects provide more or less arrays of pointers to arrays of Strings ( Set* s[] = new Set[100]; s[0] = Set.Create(), where s is the array of pointers, and s[0] is an array of Strings. ) This brings us closer to the awaited ability of manipulating arrays of pointers (or references, whatever) to arrays of int, which, for me, is the holy grail missing from AGS. It's however still not possible because: - Those two objects let us manipulate pointers to arrays of Strings, not arrays of int - There's not "GetAt", even for unsorted sets. If there was a "Set" object dedicated to storing int values, and if there was a "GetAt" function, then everything would be perfect. I know that dynamic arrays of dynamic arrays containing int values are already possible if you use Strings as char arrays to store ints and then put those Strings into an array of their own, but that's super slow. Title: Re: AGS 3.5.0 - Beta 4 (new upcoming version) Post by: Crimson Wizard on 16 Jun 2019, 19:37 Those objects provide more or less arrays of pointers to arrays of Strings ( Set* s[] = new Set[100]; s[0] = Set.Create(), where s is the array of pointers, and s[0] is an array of Strings. ) This brings us closer to the awaited ability of manipulating arrays of pointers (or references, whatever) to arrays of int, which, for me, is the holy grail missing from AGS. Hmm, I don't think they are bringing any closer to this, because they are completely separate branch from that and have their own purpose. Adding them had no intention to substitute arrays of arrays etc. Perhaps they could be used as a workaround, but that's a coincidence. Apart from obvious convenience, another big reason to add these was that some of existing functionality may be replaced/recreated by a more universal Set or Dictionary of strings: such as Custom Properties, Game.DoOnceOnly, Translation dictionary, Word parser dictionary, and maybe something else - There's not "GetAt", even for unsorted sets. There are methods that convert contents of a dictionary or set into plain array. Dictionary.GetKeysAsArray, Dictionary.GetValuesAsArray and Set.GetItemsAsArray. You may then get an element by index from them if you like. If there was a "Set" object dedicated to storing int values, and if there was a "GetAt" function, then everything would be perfect. It won't be perfect IMO, firstly because it won't be a generic container. Without support for generic/template types in ags scripts we would have to implement each container for each type separately. I was only persuaded to implement Dictionary and Set of strings because the strings are most universal of all basic types, and you can in theory encode anything in a string, even a reference to an object. So, my thinking was that in the abscence of generic types and in presence of remaining scripting limitations these two containers could provide some relief and workaround for a time being. Secondly, I believe it's wrong to have the GetAt function in a "set". Set type has a very particular purpose; for ordered sets getting by index implementation will be pretty slow, and for unordered it will make almost no sense. GetAt would be a part of a "list" or "vector" type instead. Or array, fwiw. For getting items by index you can reuse the functions that convert set to array, which I mentioned above. PS. I wonder why there's no arrays of arrays in AGS though. From the engine's perspective there should not be any restriction, because dynamic arrays are managed objects, and dynamic arrays can already store references to managed objects. Maybe the only problem is again in AGS compiler not being smart enough to support the syntax. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 16 Jun 2019, 19:48 Update: AGS 3.5.0 - Beta 5 ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.14/AGS-3.5.0-Beta5.zip Linux pack for the editor: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.14/AGS.3.5.0.14.Editor.Linux.Pack.zip Changes since Beta 4: Editor: - Added ImportAlphaChannel import setting to sprites - Fixed crash and corruption of project data when writing to full disk. Script API: - Allowed to change Mouse.ControlEnabled property value at runtime. - Added Game.SimulateKeyPress(). Engine: - Added stubs for SpriteFont plugin. - Added missing stubs for agswadjetutil plugin. - Fixed fade-in effect for software renderer (regression in 3.5.0). - Fixed Dictionary.Get() return value causing errors in script. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: eri0o on 17 Jun 2019, 05:12 Used this version during all day and had no problems with it! :-D Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Monsieur OUXX on 17 Jun 2019, 09:16 PS. I wonder why there's no arrays of arrays in AGS though. From the engine's perspective there should not be any restriction, because dynamic arrays are managed objects, and dynamic arrays can already store references to managed objects. Maybe the only problem is again in AGS compiler not being smart enough to support the syntax. You suggested that in the past and I started looking into it, but I wasn't good enough to tweak the engine/editor code and make it work. But really, all we need is a copy and paste of the "Set" object, called "Array", storing int, with basic functions like "Add", "Remove", "SetAt", "GetAt". The difference with a scripted struct being that you can pass pointers to these Arrays and store then in an array. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jun 2019, 10:09 The improvements in this version look amazing and I'm very tempted to start my new game directly on 3.5.0, especially because of the new viewport and camera. However, I wanted to ask first if the new functions/commands/properties/whatnot are already documented in the help file/manual? For example, I read "If you set camera's size twice as big than the viewport...". How do you "set the camera size"? Is that what Game.Camera.X and Game.Camera.Y do? Can I find a list of these somewhere? (apart from the small table of equivalences between the old viewport and the new camera that CW posted). Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 17 Jun 2019, 10:33 However, I wanted to ask first if the new functions/commands/properties/whatnot are already documented in the help file/manual? These are not in the manual file yet. For example, I read "If you set camera's size twice as big than the viewport...". How do you "set the camera size"? Is that what Game.Camera.X and Game.Camera.Y do? No, it's Camera.Width and Camera.Height, as well as Viewport.Width and Viewport.Height. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jun 2019, 10:36 Thank you CW! I might wait a bit then until everything is properly documented, given that I'm still pretty much a total newb :) Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 17 Jun 2019, 10:38 I forgot, there's temporary information here: https://github.com/adventuregamestudio/ags-manual/wiki/Camera https://github.com/adventuregamestudio/ags-manual/wiki/Viewport Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jun 2019, 10:40 I forgot, there's temporary information here: https://github.com/adventuregamestudio/ags-manual/wiki/Camera https://github.com/adventuregamestudio/ags-manual/wiki/Viewport Nice! Thanks! Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Dualnames on 20 Jun 2019, 11:29 beta 5 <3 Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 25 Jun 2019, 23:56 Edmundito was updating the Tween module to support new cameras, hope he won't mind if I post his video here :) https://video.drift.com/v/abaMWDTGzbo/ Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Dualnames on 27 Jun 2019, 00:12 I went and coded my own tween additions when u implemented the new camera controls :P but it's good that Edmundito did it anyway! Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 15 Jul 2019, 03:51 So is, uh, beta 6 coming along nicely? Are there many betas left? I ask this only to check if the full version will be out by September 2019 or, like, February next year. All is good, whenever it's done it's done, I was just wondering as I'm thinking of releasing my game soon. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 15 Jul 2019, 12:47 So is, uh, beta 6 coming along nicely? Are there many betas left? I ask this only to check if the full version will be out by September 2019 or, like, February next year. All is good, whenever it's done it's done, I was just wondering as I'm thinking of releasing my game soon. I cannot tell how many betas left because it is not something planned ahead. The planned major features are either added or cancelled for this version already so it's mostly about fixing remaining problems, ammending documentation etc. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 15 Jul 2019, 13:20 Would you say the time to fix remaining problems is closer to one month or six months? Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 15 Jul 2019, 13:45 Would you say the time to fix remaining problems is closer to one month or six months? Closer to one month. Maybe two. But it's mostly a matter of forcing myself than actual amount of work. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jul 2019, 10:11 One question regarding the new cameras' resizing capabilities. I'm guessing that if your game uses pixel art, then any changes to the camera size that aren't round multipliers of the original resolution would make the pixels look... not very good, right? Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 17 Jul 2019, 16:50 One question regarding the new cameras' resizing capabilities. I'm guessing that if your game uses pixel art, then any changes to the camera size that aren't round multipliers of the original resolution would make the pixels look... not very good, right? There could be pixel rows of varied width, and missing rows if you zoom out too, yes. Whether this is "good" or acceptable is up to developer to decide. Best way to find out is to make a test game with your assets. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jul 2019, 18:36 One question regarding the new cameras' resizing capabilities. I'm guessing that if your game uses pixel art, then any changes to the camera size that aren't round multipliers of the original resolution would make the pixels look... not very good, right? There could be pixel rows of varied width, and missing rows if you zoom out too, yes. Whether this is "good" or acceptable is up to developer to decide. Best way to find out is to make a test game with your assets. Definitely something I've been putting off for quite a while now, but switching gears in the middle of a project is always a delicate thing. Thanks, this does help in any case! Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 17 Jul 2019, 19:12 Definitely something I've been putting off for quite a while now, but switching gears in the middle of a project is always a delicate thing. Thanks, this does help in any case! I meant, test game, not upgrading your game. It should be fairly simple to test a new feature by making a new game of a template with 1 room and scripting few commands. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Laura Hunt on 17 Jul 2019, 20:18 Definitely something I've been putting off for quite a while now, but switching gears in the middle of a project is always a delicate thing. Thanks, this does help in any case! I meant, test game, not upgrading your game. It should be fairly simple to test a new feature by making a new game of a template with 1 room and scripting few commands. Oh yes I know what you meant. But even that is a small detour that I can't really afford right now. Having to take care of the writing, coding, sound/music and most of the puzzle/game design, I'm never not busy with something else, so this will probably end up in my "...And When Everything Else Is Done, We'll Do This If We Have Time Left" pile for now. But it's good to have an idea of what to expect, and prioritize accordingly. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Cassiebsg on 22 Jul 2019, 15:57 I just got and installed the newest beta on a new computer, and of course I run into the "can't load agsnative.dll" problem. Maybe it would be a good idea to post the link to the fix on the 1st post, along with the link to the beta? Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 22 Jul 2019, 18:13 This is the download that supposed to make AGS 3.5 work: https://download.microsoft.com/download/6/A/A/6AA4EDFF-645B-48C5-81CC-ED5963AEAD48/vc_redist.x86.exe Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Cassiebsg on 22 Jul 2019, 21:32 I would give you a thumbs up, but we're missing that icon, so I'll give you a :kiss: instead. ;) Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: proximity on 28 Jul 2019, 13:01 I've just tried beta 5. Mouse speed is extremely slow, even on max speed (10.0). I don't know if this is a known issue but I just want you to know. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 28 Jul 2019, 13:03 I've just tried beta 5. Mouse speed is extremely slow, even on max speed (10.0). I don't know if this is a known issue but I just want you to know. There's something wrong with how mouse control settings are saved in config. Try adding Code: Adventure Game Studio 1. Mouse.ControlEnabled = true; at the game start as a temporary workaround. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 03 Aug 2019, 12:54 Continuous scaling on one of my walkable areas failed and I had to change ID (from 1 to 2) to get it back. Heads up. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 04 Aug 2019, 01:23 Continuous scaling on one of my walkable areas failed and I had to change ID (from 1 to 2) to get it back. Heads up. Could you give more details about what happened? Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 04 Aug 2019, 05:22 I changed the shape of my walkable area several times, running the game to check each time. It was always on continuous, but perhaps I flipped it to non-continuous scaling, then back again. At some point, continuous scaling didn’t work anymore. It didn’t matter if I left the room and returned, or saved the room, exited the editor, then went back again. I changed the walkable area to 2, from 1, copied the continuous scaling values to it, and it worked again. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 04 Aug 2019, 10:05 I changed the shape of my walkable area several times, running the game to check each time. It was always on continuous, but perhaps I flipped it to non-continuous scaling, then back again. At some point, continuous scaling didn’t work anymore. It didn’t matter if I left the room and returned, or saved the room, exited the editor, then went back again. I changed the walkable area to 2, from 1, copied the continuous scaling values to it, and it worked again. Are you sure you did not also set scaling in script? Do you still have that room where area does not work? Could you send it to me to look into? Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 04 Aug 2019, 13:03 https://redrom.ltd/img/room27.zip (https://redrom.ltd/img/room27.zip) No scaling set in script, except under conditions of a variable not set at the time. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: bx83 on 08 Aug 2019, 02:48 Also: It ignores 'SetMultitaskingMode(0);' - clicking outside the window doesn't pause the game. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 09 Aug 2019, 01:47 For information, for last few weeks I was a bit stuck fixing several bugs related to global screen effects (fades, tints, shaking etc) which were broken after introduction of custom viewports. My hopes is that if I'll be able to finish this in couple of days, then I'll make another update and address other recently reported problems. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: Crimson Wizard on 11 Aug 2019, 20:23 bx83 Also: It ignores 'SetMultitaskingMode(0);' - clicking outside the window doesn't pause the game. Does this happen when run from editor or when run from compiled exe? * When run from the editor with debugger attached multitasking cannot be disabled, for technical reasons; * Also it's a known thing that game pauses roughly in 1 second after switching out. We tested 3.5.0 recently and it seems to behave correctly in this regard. I looked into your room issue, but did not notice anything wrong. After importing the room into test game, I repainted walkable area 1 in another location, and when player walks on it the scaling changes continiously according to the settings. My only guess so far is that this was a scripting problem: either scaling was changed on that area, or manual scaling was applied to character under certain conditions. If there will be similar issues, I'd really like to have a compiled game exe if possible to test it under debugger and see what's going on. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 12 Aug 2019, 00:00 Update: AGS 3.5.0 - Beta 6 ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.15/AGS-3.5.0-Beta6.zip Linux pack for the editor: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.15/AGS.3.5.0.15.Editor.Linux.Pack.zip Changes since Beta 5: Updated Empty, Sierra, BASS, Verb Coin templates to new versions assembled by morganw: they all now have same demo room made by CaesarCub and co, and tidied scripts. Also replaced classic MI-9Verb template with new Thumbleweed template by abstauber. Editor: - Allow to change IDs of most of the game items in the project tree by swapping two existing items. This is done by calling a context menu and choosing "Change ID". (Please note that will affect any logic where these items are referenced by number, including property values, script and even savegames) - Fixed fonts are not displayed in editor until you open them on a preview pane (regression in 3.5.0) Script API: - Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array. - Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds. (they do not work with D3D and OGL drivers, and it's possible to make wanted effect using baselines etc) Engine: - Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc) - Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio. - Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent. And a bunch of 3.5.0 regressions: - Fixed software render crashing if room viewport is beyond screen (again!) - Fixed viewport and camera pointers could be still used to access and control deleted objects (sort of) - Fixed lots of various bugs related to on screen effects (room transitions, fades, tints, screen flips) - Fixed Mouse.ControlEnabled value was not saved correctly to the user config on game exit PS. I think we may have "Release Candidate" after this beta version unless something critical is noticed. But first we need to sort out the new manual source, because the help file it produces is a bit messy. Title: Re: AGS 3.5.0 - Beta 5 (new upcoming version) Post by: morganw on 12 Aug 2019, 00:24 Just to add, template changes were a mixture of tidying up and rewriting to try and make them all more consistent (particularly with regarding to GUIs pausing the game). There are some instructions listed in the new (unfinished) manual. Sierra-Style This was mainly tidying up and replacing the keyboard movement. https://adventuregamestudio.github.io/ags-manual/TemplateSierraStyle.html BASS This was a partial rewrite to remove redundant code, reduce the amount of unhandled clicks, and give reversable controls (so you can make it work like actual BASS if you want). https://adventuregamestudio.github.io/ags-manual/TemplateBASS.html VerbCoin This was from scratch and I've tried to make the simplest thing that worked and was round. Inventory handling is similar to BASS this time around. https://adventuregamestudio.github.io/ags-manual/TemplateVerbcoin.html Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 12 Aug 2019, 11:58 Just a small question, probably staring me in the face: what is function RemoveActiveInventory()? Can't find any documentation on it, can't find any posts on it, seems self-explanatory, but when I type it in I just get "parse error at lines 123". That's it. Works the same as RemoveActiveInventory (no functiopn brackets). Is it just the same thing as cCharacter.ActiveInentory=null? Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 12 Aug 2019, 12:42 Just a small question, probably staring me in the face: what is function RemoveActiveInventory()? Can't find any documentation on it, can't find any posts on it, seems self-explanatory, but when I type it in I just get "parse error at lines 123". That's it. Works the same as RemoveActiveInventory (no functiopn brackets). Is it just the same thing as cCharacter.ActiveInentory=null? There's no such function in AGS, probably it comes from one of your script modules? Try calling context menu over this function and do "Go to definition" to see where it is declared. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 13 Aug 2019, 01:21 Yep, it's a boolean :P Okay - a real error. I've noticed a strange transition flicker. This didn't happen in ags 3.5.0. b5: https://redrom.ltd/img/noclick.mp4 (https://redrom.ltd/img/noclick.mp4) but does happen in b6: https://redrom.ltd/img/clickb6.mp4 (https://redrom.ltd/img/clickb6.mp4) Same code; room transitions for every room (except doing instant transition occasionally) are affected. I've done nothing except set the room transition to Crossfade in General Settings, and instantiated with .ChangeRoom; no other code. I'm using openGL for my compiled exe and debug mode game. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 13 Aug 2019, 01:31 I confirm, there's some 1 frame blink before the transition in a new room, looking into this right now. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 13 Aug 2019, 07:12 Another error or god knows; I get this quiet a lot, even if compile is fine, and I compile again with no errors: 'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E' I thought pre-win-2000 was deprecated, hence why Game Explorer? No other processes seem to be interfering with game during compile eg. Spideroak Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 13 Aug 2019, 08:08 Real bug possibly #2: On compile, the compiler produces 2 sets of files, depending on whether you've set a game name as different to game directory. I delete them every time, and each time I compile, they're recreated. I used to have a directory called 'LOCI_GAME_FILES' (containing Game.agf), which would make LOCI_GAME_FILES.exe and LOCI_GAME_FILES.001 and .002 resource files. I renamed the game and made it separate from the directory; My .exe etc is 'LoCI', though the directory it and Game.agf are in is still called LOCI_GAME_FILES. Although the .exe name is correct (LoCI.exe) and not doubled, the segmented files (containing the game sprites etc. LoCI.001 and LoCI.002) are doubled. The doubles are LOCI_GAME_FILES.001 and .002, edited when I was using pre 3.5.0 betas, and also date as such - 27/July; and the other two are the current LoCI sprite etc. files They are both different sizes; LOCI_GAME_FILES.00# is smaller as sprites were compressed. (https://redrom.ltd/img/gamefiles.png) Is this a bug or a Window's thing? Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: cat on 13 Aug 2019, 09:56 'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E' I've seen this as well with a previous beta (4?), but since it goes away when compiling again, I didn't really care. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: morganw on 13 Aug 2019, 10:17 'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E' I've seen this as well with a previous beta (4?), but since it goes away when compiling again, I didn't really care. Normally these types of issues are because something has locked the file. Having the 'Compiled' folder open in File Explorer whilst compiling can be enough to trigger this. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 13 Aug 2019, 10:35 Continuous scaling on one of my walkable areas failed and I had to change ID (from 1 to 2) to get it back. Heads up. This has happened to me a few times in previous versions.. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Laura Hunt on 13 Aug 2019, 11:48 'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E' I've seen this as well with a previous beta (4?), but since it goes away when compiling again, I didn't really care. Normally these types of issues are because something has locked the file. Having the 'Compiled' folder open in File Explorer whilst compiling can be enough to trigger this. Also can happen sometimes if you are backing up changes to your files to Dropbox in real time. I've gotten some "OMG THE FILESYSTEM IS CORRUPT" errors that turned out to be nothing more than that. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 13 Aug 2019, 12:05 Another error or god knows; I get this quiet a lot, even if compile is fine, and I compile again with no errors: 'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E' This often happens if you for example have opened compiled folder with windows explorer I thought pre-win-2000 was deprecated, hence why Game Explorer? Idk about pre-win-2000, but game explorer exists in Windows 7 still. Real bug possibly #2: On compile, the compiler produces 2 sets of files, depending on whether you've set a game name as different to game directory. I delete them every time, and each time I compile, they're recreated. Since AGS beta there's a new setting in General Settings which let you type real name of binary to use, regardless of the folder name. Please check what is it set to. Also, please delete all old files from Compiled and try again. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 13 Aug 2019, 12:30 Quote Since AGS beta there's a new setting in General Settings which let you type real name of binary to use, regardless of the folder name. Please check what is it set to. Also, please delete all old files from Compiled and try again. Done and done. The other, older, pre-beta ones keep regenerating on compile. I've set the name to LoCI; these files work fine (LoCI.exe, LoCI.001 etc) and are the latest build, as it should be. However, the LOCI_GAME_FILE.00x keep being regenerated, with an old modified date no less. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 13 Aug 2019, 12:38 Also, I'd like to make a feature request (if I may be so bold, though probably not). Increase the size of the frames in an animation (a View). At the moment, they're still 20px wide. Perhaps a slider for size? If it's more complex to add than just an increased window element size (for example if it's hand-drawn and not a simple built-in component), save it or ignore, up to you. It's possible to work with at the moment, though I have to scan through frames on preview->animate to see them properly, takes a bit of extra time. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: cat on 14 Aug 2019, 07:35 The download link in the first post still leads to beta 5 which does not exist anymore. It should be https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.15/AGS-3.5.0-Beta6.zip Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: abstauber on 14 Aug 2019, 13:47 Quote Also replaced classic MI-9Verb template with new Thumbleweed template by abstauber. Yay! 8-) Did compile the template file yourself or did you take a release file I made a while ago? I just wondered because I haven't created a new template file with the updated camera code yet. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 14 Aug 2019, 14:00 Quote Also replaced classic MI-9Verb template with new Thumbleweed template by abstauber. Yay! 8-) Did compile the template file yourself or did you take a release file I made a while ago? I just wondered because I haven't created a new template file with the updated camera code yet. I compiled it myself for now. All it needs is "Script compatibility level" set to 3.4.1. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: abstauber on 14 Aug 2019, 15:34 Ah okay. I already prepared a 3.5 branch for the template so the compatibility level would be "highest" again. But apparently I didn't merge it back into master :-[ But I did that now and there's still time until we hit the release candidates. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Dualnames on 14 Aug 2019, 19:08 Everytime I create a new view it auto-selects a sound effect instead of none Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 14 Aug 2019, 20:03 Everytime I create a new view it auto-selects a sound effect instead of none Oh sh... This might cause too much annoyance, so I quickly made a hotfix build, will release properly later: https://www.dropbox.com/s/xewpl73fj9jjxi9/AGS-3.5.0.15--hotfix.zip?dl=0 Also fixed: blinking room frame during transitions. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 14 Aug 2019, 21:00 Quote Since AGS beta there's a new setting in General Settings which let you type real name of binary to use, regardless of the folder name. Please check what is it set to. Also, please delete all old files from Compiled and try again. Done and done. The other, older, pre-beta ones keep regenerating on compile. I've set the name to LoCI; these files work fine (LoCI.exe, LoCI.001 etc) and are the latest build, as it should be. However, the LOCI_GAME_FILE.00x keep being regenerated, with an old modified date no less. Oh, the reason could be that you have this "ghost" file remaining in Compiled/Data folder. The compilation logic is that it copies any files from Compiled/Data into actual build (this is how you may supply custom files too). Unfortunately we still do not have a correct method to clean these folders automatically, because in theory user's custom file may have any name. Maybe this will be solved in the future. For now, if you change game name/binary name/folder it's better to manually cleanup everything that you do not need in Compiled folder (and all subfolders). Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Dualnames on 15 Aug 2019, 00:05 Everytime I create a new view it auto-selects a sound effect instead of none Oh sh... This might cause too much annoyance, so I quickly made a hotfix build, will release properly later: https://www.dropbox.com/s/xewpl73fj9jjxi9/AGS-3.5.0.15--hotfix.zip?dl=0 Also fixed: blinking room frame during transitions. Fixed on my end! Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: cat on 19 Aug 2019, 21:11 Beta5 crashes when auto-numbering speech lines. It happens when I tick "Identical voice for same line" and have two times character.Say() with the same text. When the text is slightly different it, doesn't crash. Crash means the program gets stuck and I see the windows waiting cursor, can only force exit AGS via windows. Edit: No, actually, it just crashed even with the line different... Edit2: I reverted again, compiled all files and I was able to auto-number. No idea when or why the crash happened. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: cat on 22 Aug 2019, 21:15 The android port thread says that the latest version will be found here. However, in the first post I don't see a link to the apk. It would be great to have a place where I can link in the readme to tell people where to download the engine. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 24 Aug 2019, 08:17 Eureka - may have discovered the walkable area error. 1. I run the game in debug. 2. I edit one of the rooms, widening a walkable area. 3. save, but of course it doesn't save while game is running. 4. I close game, save everything, close the room, start running game in debug again. 5. The walkable area is now 100% all the way through, despite being 100% at bottom, 15% at top. The problem could be with saving of the game while running. Here is my room code with the wrecked walkable area. Let me know if you need anything else. https://redrom.ltd/img/room11.zip Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: bx83 on 24 Aug 2019, 10:03 ps walkable area id 1 is the messed up area. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 28 Aug 2019, 12:53 Hi Heap big problem.. Complied folder 4.63 GB Trying to upgrade from Build 3.4.1.15 to 3.5.0 beta 6 I've downloaded the links and saved to Documents folder AGS350 Over wrote in main AGS folder with Hotfix files... VC it says I have version installed (2017). But I am unable to load AGS 3.5.0 BETA 6 and the 3.5.0 Logo opens and just sits there... i need help... I just get this error come up.. (https://i.imgur.com/sowrK9g.png) Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 28 Aug 2019, 15:23 @Slasher, something is wrong when reading AGS editor preferences. Morganw was there, maybe he should take a look. Could you upload the referenced file "user.config"? The one with a long path mentioned on second error line. Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 28 Aug 2019, 15:37 Here is the config file... http://www.mediafire.com/file/e9no29wwcn7ngv5/user.config/file Hope it helps Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 28 Aug 2019, 16:05 This is the config text.. <?xml version="1.0" encoding="utf-8"?> <configuration> <configSections> <sectionGroup name="userSettings" type="System.Configuration.UserSettingsGroup, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" > <section name="AGS.Editor.Preferences.AppSettings" type="System.Configuration.ClientSettingsSect ion, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" allowExeDefinition="MachineToLocalUser" requirePermission="false" /> </sectionGroup> </configSections> <userSettings> Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: morganw on 28 Aug 2019, 16:10 The file isn't valid as the lower section is missing. If you delete it and then try again, does that fix it? Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 28 Aug 2019, 16:36 I can't find the flippin path file now! Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 28 Aug 2019, 16:48 Yes... found config file.. deleted it... ags 3.5.0 now loads... (nod) Set compatabilty to 3.4.1 Game F5 playing ok. do i need to change Script API version? I notice a drop in volume... Cheers Morganw/Crimson Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Crimson Wizard on 28 Aug 2019, 18:36 do i need to change Script API version? Depends on what API version do you want. If you want to have access to latest script commands too, then set it to Highest. I notice a drop in volume... Could you elaborate? Title: Re: AGS 3.5.0 - Beta 6 (new upcoming version) Post by: Slasher on 02 Sep 2019, 17:42 The music drop is probably Win10 after a massive Update.... cheers Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version) Post by: Crimson Wizard on 10 Sep 2019, 16:10 Update: AGS 3.5.0 - Beta 7 We are coming close, imo... Installer (testing out): https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.16/AGS-3.5.0.16-Beta7.exe ZIP file: https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.16/AGS-3.5.0.16-Beta7.zip (zip file now includes Linux pack too) Changes since Beta 6: Updated Thumbleweed template to 1.2. Replaced manual with the new community-made version (but based on old one). This one may be still raw and is going to be corrected and ammended further. Editor: - Alphabetically sort audio clips in the drop lists. - Sync variable type selector in Global Variables pane with the actual list of supported script types. - In preferences added an option telling whether to automatically reload scripts changed externally. - Fixed changing character's starting room did not update list of characters on property pane of a room editor until user switches editing mode or reloads the room. - Fixed room editor kept displaying selection box over character after its starting room has changed. - Fixed room editor not suggesting user to save the room after changing object's sprite by double-clicking on it. - Fixed autocomplete not showing up correctly if user has multiple monitors. Engine: - Removed limits on built-in text wrapping (was 50 lines of 200 chars max each). - Print debug overlay text using Game.NormalFont (was hard-coded to default speech font). - Implemented "--tell" set of commands that print certain engine and/or game data to stdout. Linix: -$APPDATADIR$script paths are now mapped to "$XDG_DATA_HOME/ags-common", making sure it is a writeable location.

Also

Editor regressions and fixing new features:
- Fixed room resolution type not getting upgraded to "real" correctly when importing older games.
- Fixed low-res sprites are not scaled up in room/gui preview
- Fixed room edges not drawn correctly for non-round zoom values
- Made mouse clicks and other events only interact with the selected room layer
- Don't draw selection boxes etc for non-selected room layer
- Fixed key presses were handled by a locked room layer
- Fixed ViewFrame's linked sound and "Score Sound" are assigned first existing clip by default (instead of no clip).

Engine regressions and fixing new features:
- Fixed GUIControl.Enabled not being set correctly if interface is temporarily disabled at the same point
- Fixed room background blinking during certain transitions
- Fixed elements appearing on screen too early if they were enabled after ordering ChangeRoom.
- Fixed legacy letterboxed mode drawn incorrectly.
- Got back the old pathfinder to be used when running pre-3.5.0 games (because some scripts rely on its behavior).
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Fetito on 10 Sep 2019, 23:13
Hello!

The dark theme is part of the installer package or do I have to install it manually later on?

Thank you!
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: morganw on 11 Sep 2019, 00:49
I believe it is still separate, but linked in the first post:
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 11 Sep 2019, 01:05
Maybe we could add it to the installer actually, if it's preferable.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: AGD2 on 11 Sep 2019, 02:43
Wow, haven't looked in here for a long while. It seems that some nice improvements have been made. Well done!

So, I downloaded the latest beta today and tried to compile Mage's Initiation (which was last compiled in AGS 3.4.3.1). I loaded an old savegame from v3.4.3.1. It restored and played just fine. I then immediately saved over another existing savegame file and quit the game. When I next loaded it and tried to restore this most recent savegame I had created, it crashed with this fatal exception:

Quote
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00431C78; program pointer is +2050, ACI version 3.5.0.16, gtags (52,0)

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)

Here's the CrashInfo.dmp (http://www.himalayastudios.com/scratch/CrashInfoDmp.zip) file if you need to investigate it.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 11 Sep 2019, 02:58
So, I downloaded the latest beta today and tried to compile Mage's Initiation (which was last compiled in AGS 3.4.3.1). I loaded an old savegame from v3.4.3.1. It restored and played just fine. I then immediately saved over another existing savegame file and quit the game. When I next loaded it and tried to restore this most recent savegame I had created, it crashed with this fatal exception:

Here's the CrashInfo.dmp (http://www.himalayastudios.com/scratch/CrashInfoDmp.zip) file if you need to investigate it.

Could you send us the save? I think it may be easier to find out what's wrong under debugger.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: AGD2 on 11 Sep 2019, 03:34
Could you send us the save? I think it may be easier to find out what's wrong under debugger.

Sure. Here you go: agssave006.zip (http://nrgrush.com/tierra/Mages/agssave006.zip)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 11 Sep 2019, 03:47
Sure. Here you go: agssave006.zip (http://nrgrush.com/tierra/Mages/agssave006.zip)

Ah, do I need to use some updated version? I receive an error telling that number of audio clips has changed...
Quote
Mismatching number of Audio Clips (game: 651, save: 715)

Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: AGD2 on 11 Sep 2019, 04:11
Of the compiled game? Maybe. The version you have is probably an older beta.

I can send you a newer build if you need it?
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Sledgy on 11 Sep 2019, 06:16

and internet/multiplayer
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 11 Sep 2019, 09:16
That’s going to take a while to develop...
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: morganw on 11 Sep 2019, 10:18
Maybe we could add it to the installer actually, if it's preferable.
Selecting the theme writes it into the user profile, so this isn't straight forward to do.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 11 Sep 2019, 13:53
Maybe we could add it to the installer actually, if it's preferable.
Selecting the theme writes it into the user profile, so this isn't straight forward to do.

What about installing theme in the editor (sub)folder?
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: morganw on 11 Sep 2019, 14:10
You can do that but it raises the questions:
• Do you default to browsing to there for the theme?
• Should the Editor avoid copying it and use it directly if it finds it there?
• How do you differentiate a custom one from the original?
• How do you check that the theme is 'compatible'?
Maybe it should be serialised into the other settings, or just included as an embedded resource to directly select. As it is now, I think if something tries to manage it, it will encounter complications later on.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 11 Sep 2019, 23:53
@AGD2

I found a mistake in save loading, I think it may happen if a significant amount of managed objects (like Strings, dynamic sprites and so on) were created in script at some point and then deleted.
Here's the hotfixed engine that should load that savegame properly:

https://www.dropbox.com/s/bphc1uoovlus7it/acwin-3.5.0.16-hotfix.zip?dl=0
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: AGD2 on 12 Sep 2019, 03:53
@AGD2

I found a mistake in save loading, I think it may happen if a significant amount of managed objects (like Strings, dynamic sprites and so on) were created in script at some point and then deleted.
Here's the hotfixed engine that should load that savegame properly:

https://www.dropbox.com/s/bphc1uoovlus7it/acwin-3.5.0.16-hotfix.zip?dl=0

Yes, that seems to have fixed the crash, thanks!

I also noticed that if I ALT+X out of the game after using F5 to test it from the editor, it now always gives a message "The game engine does not appear to have shut down properly. If the problem persists, post the problem on the Tech forum."  I figure that's probably the intended behaviour, but just mentioning it, in case it's not.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 12 Sep 2019, 11:10
I also noticed that if I ALT+X out of the game after using F5 to test it from the editor, it now always gives a message "The game engine does not appear to have shut down properly. If the problem persists, post the problem on the Tech forum."  I figure that's probably the intended behaviour, but just mentioning it, in case it's not.

This did not happen before, I will investigate too.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 12 Sep 2019, 16:31
I also get the “The game engine does not appear to have shut down...” error as well, every single time, when I close the game using the X in the upper right of the screen.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 12 Sep 2019, 19:33
The above be fixed with this engine: https://www.dropbox.com/s/bphc1uoovlus7it/acwin-3.5.0.16-hotfix.zip?dl=0
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 13 Sep 2019, 00:24
Nope, still happ'ns ta me, matey.
https://redrom.ltd/img/ice_video_20190913-092212.webm
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 13 Sep 2019, 00:31
Right I forgot that editor must be updated too.

Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 13 Sep 2019, 03:09
Cool, works.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: AGD2 on 13 Sep 2019, 08:12
Yep, fixed for me, too.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 13 Sep 2019, 10:15
Also, the raising from the dead of the old, deleted game files doesn't happen anymore. No sign of LOCI_GAME_FILES.001 with last changed date in July.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 13 Sep 2019, 10:22
Also, the raising from the dead of the old, deleted game files doesn't happen anymore. No sign of LOCI_GAME_FILES.001 with last changed date in July.

That problem was likely because you had these files remaining in Compiled/Data.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 13 Sep 2019, 11:17
*mind blown, old problem solved*
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: abstauber on 13 Sep 2019, 20:43
Quote
Updated Thumbleweed template to 1.2.
Replaced manual with the new community-made version (but based on old one). This one may be still raw and is going to be corrected and ammended further.

Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 13 Sep 2019, 20:58

Certainly, it needs ALOT of improvement: https://github.com/adventuregamestudio/ags-manual/wiki

You need a github account. I do not remember how permissions are set, with whitelist or not, but we may give you edit access.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 13 Sep 2019, 21:59
Permissions are set so anyone (with a GitHub account) can edit. I get notified of each and every edits everyone does.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 14 Sep 2019, 13:07
Hello everyone,

Got hands on  computer after loooonnnnggggg time. First one died, So I decided to build new. I started using bread/GNU+Linux (laugh). I'm testing AGS on wine. AGS3.4.3 is working OK but beta is giving me this error when I press F5.
https://ibb.co/mFCzK2q
(https://imgur.com/a/1n57PGW)

PS:- White screen gives me migraine.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 11:00
And can anyone provide any link where I can find AGS users on GNU/Linux.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 15 Sep 2019, 13:15
And can anyone provide any link where I can find AGS users on GNU/Linux.

https://discordapp.com/channels/221047797292597249/221048075207180288

I'm testing AGS on wine. AGS3.4.3 is working OK but beta is giving me this error when I press F5.
https://ibb.co/mFCzK2q
(https://imgur.com/a/1n57PGW)

How large is your game project? If it's small, could you send it to me to check out? If not, could you tell what files do you have inside _Debug and Compiled/Windows folders?
Also, please specify what beta version exactly are you using (numbers can be seen in Help - About).
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 13:35
You can't run the game pressing f5 on Wine right now. I have no idea why, but bear in mind that if it was possible it would run with the windows version of the engine right now.

Instead use f7 to fully build the game and keep a terminal tab open pointing to the game folder and run with "./Compiled/Linux/myganename" .Any errors will be shown in the terminal.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 13:56
Quote
How large is your game project? If it's small, could you send it to me to check out? If not, could you tell what files do you have inside _Debug and Compiled/Windows folders?
Also, please specify what beta version exactly are you using (numbers can be seen in Help - About).

Any template projects. If you still want files I can send you.

_Debug contains acsetup.cfg, empty.exe
Complied/Windows contain acsetup.cfg, empty.exe and winsetup.exe

AGS Editor .NET (Build 3.5.0.16) ** BETA VERSION **
v3.5.0, September 2019
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 15 Sep 2019, 13:58
Maybe AGS on Wine cannot access some paths?
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 14:04
You can't run the game pressing f5 on Wine right now. I have no idea why, but bear in mind that if it was possible it would run with the windows version of the engine right now.

ok

Quote
Instead use f7 to fully build the game and keep a terminal tab open pointing to the game folder and run with "./Compiled/Linux/myganename" .Any errors will be shown in the terminal.

I thought of doing that but for some reason I can't compile Linux version even when Linux folder is present in zip version of AGS. I also checked general settings there are only Datafiles and Windows option.
In AGS latest stable I can compile Linux version.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 14:06
Maybe AGS on Wine cannot access some paths?

Yeah, may be.
Don't worry keep working on release candidate. I'll update you.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 14:07
This is weird, can you run tree or some other command that prints the files and their hierarchy on your Adventure Game Studio folder in Program Files on your Wine prefix?

The thing about AGS Engine (not Editor) on Wine is it breaks blue light filters (at least for me on Gnome), so eye burning on late nights.  8-) Linux AGS Engine on Linux works fine though.  :)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 14:11
This is weird, can you run tree or some other command that prints the files and their hierarchy on your Adventure Game Studio folder in Program Files on your Wine prefix?

Yes I can use tree command never used it before I always use tab for autocompletion.
Tree is working I can see all folders.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 15 Sep 2019, 14:20
I thought of doing that but for some reason I can't compile Linux version even when Linux folder is present in zip version of AGS. I also checked general settings there are only Datafiles and Windows option.
In AGS latest stable I can compile Linux version.

This is not right, might be another bug, it does not detect linux files for some reason.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 14:24
I mean like,

cd ~/AgsWineprefix/../C/Program Files/Adventure Game Studio 3.5.0

and on this directory,

tree

. If you don't have tree,

ls * && ls */*

should be fine too. You can encapsulate the output here on the forums using spoiler and code bbcode tags (the forum markup language)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 14:32
You can encapsulate the output here on the forums using spoiler and code bbcode tags (the forum markup language)

Spoiler: Show

.
├── acsprset.spr
├── acwin.exe
├── AGS.Controls.dll
├── AGS.CScript.Compiler.dll
├── AGSEditor.exe
├── AGSEditor.exe.config
├── ags-help.chm
├── AGS.Native.dll
├── AGS.Types.dll
├── Changes.txt
├── ikpMP3.dll
├── irrKlang.NET4.dll
│   ├── AllegroFont.txt
│   ├── AllegroMP3.txt
│   ├── DUMB.txt
│   ├── FTL.txt
│   ├── GNU GPL v2.1.txt
│   ├── irrKlang.txt
│   ├── Magick.NET.txt
│   ├── Newtonsoft JSON.NET.txt
│   ├── Scintilla.txt
│   ├── Weifen Luo DockPanel Suite.txt
│   └── Xiph.txt
├── Linux
│   ├── ags32
│   ├── ags64
│   ├── lib32
│   │   ├── alleg-alsamidi.so
│   │   ├── alleg-sdl2digi.so
│   │   ├── libaldmb.so.1
│   │   ├── liballeg.so.4.4
│   │   ├── libdumb.so.1
│   │   ├── libogg.so.0
│   │   ├── libtheora.so.0
│   │   ├── libvorbisfile.so.3
│   │   ├── libvorbis.so.0
│   │   └── modules.lst
│   ├── lib64
│   │   ├── alleg-alsamidi.so
│   │   ├── alleg-sdl2digi.so
│   │   ├── libaldmb.so.1
│   │   ├── liballeg.so.4.4
│   │   ├── libdumb.so.1
│   │   ├── libogg.so.0
│   │   ├── libtheora.so.0
│   │   ├── libvorbisfile.so.3
│   │   ├── libvorbis.so.0
│   │   └── modules.lst
├── Magick.NET-Q8-x86.dll
├── Magick.NET-Q8-x86.Native.dll
├── Newtonsoft.Json.dll
├── Templates
│   ├── BASS.agt
│   ├── Empty Game.agt
│   ├── Sierra-style.agt
│   ├── Tumbleweed.agt
│   └── Verb Coin.agt
├── URLs
│   ├── AGS Forums.url
│   └── AGS Website.url
└── WeifenLuo.WinFormsUI.Docking.dll

7 directories, 64 files

Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 14:34
This is not right, might be another bug, it does not detect linux files for some reason.

I've tested both installer and zip.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 15 Sep 2019, 14:41
This is not right, might be another bug, it does not detect linux files for some reason.

I've tested both installer and zip.

Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 14:58
Uhm, sorry, yes the directory appears to be the same as mine, but I was in previous beta yet. If you need right now you can place the Linux Engine on Compiled/Data folder and just call it from there while testing. But the proper way is getting the fixed Editor once it finishes building.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 15:08

The thing about AGS Engine (not Editor) on Wine is it breaks blue light filters (at least for me on Gnome), so eye burning on late nights.  8-) Linux AGS Engine on Linux works fine though.  :)

Have  you tried using redshift application. Its on GNU/Linux.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 15:11
Uhm, sorry, yes the directory appears to be the same as mine, but I was in previous beta yet. If you need right now you can place the Linux Engine on Compiled/Data folder and just call it from there while testing. But the proper way is getting the fixed Editor once it finishes building.

Waiting for new editor. I'll try it.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 15:31
Build has finished! I just tested and it worked! On the task you can see both Archive and Installer, I downloaded the archive and extracted here and it was good. If you haven't once, a reminder that you may need to set execution bit.

Code: Bash
1. # on your game folder
2. cd Compiled/Linux
3. chmod +x mygamename
4. chmod +x data/ags32
5. chmod +x data/ags64
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 15:31
This is not right, might be another bug, it does not detect linux files for some reason.

I've tested both installer and zip.

Awesome!!!
It's working. I can build Linux version and it is running.
I'll update you.
Thanks
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 15:32
Build has finished! I just tested and it worked! On the task you can see both Archive and Installer, I downloaded the archive and extracted here and it was good. If you haven't once, a reminder that you may need to set execution bit.

Code: Bash
1. # on your game folder
2.
3. cd Compiled/Linux
4. chmod +x mygamename
5. chmod +x data/ags32
6. chmod +x data/ags64
7.

Yes It is working.
Do you use 32bit wine prefix or 64bit?
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 15:37
I could only get .NET to install using 32bit Wine. When I tried to install using 64bit Wine, my .NET installation got stuck. I haven't looked further. I think AGS Editor is actually Win32 - but again, my install got stuck before this, on the .NET part.

AGS Linux Engine itself I use the 64bit one because my Linux install is 64bit, but the script on top level should auto-select this.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 15:49
I could only get .NET to install using 32bit Wine. When I tried to install using 64bit Wine, my .NET installation got stuck. I haven't looked further. I think AGS Editor is actually Win32 - but again, my install got stuck before this, on the .NET part.

AGS Linux Engine itself I use the 64bit one because my Linux install is 64bit, but the script on top level should auto-select this.

Same here (win32 vcrun2017 gdiplus) but I can install .NET on 64bit may be because I'm using Solus (I'ts rolling release). Can you install vcrun2015 in 32bit wine prefix because I can't. So, I'm using vcrun2017. Don't know what gdiplus does but on winehq I saw in recommendation for stable ags.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 16:29
I have no idea, I am on Ubuntu 18.04, using Play On Linux and installed dotnet40 from the graphic PoL interface. For the redistributable I actually got it from the MS website and ran the installer with "run an .exe on this prefix" from PoL interface.

Oh, on Wine there's also a tag somewhere to mark so that the DE doesn't change how Wine decorate stuff, you need to mark that (at least on Gnome) otherwise you can't use find replace on AGS Script from ags itself - the find/replace window will "run away from you". You can also do find/replace  using Atom with AGS Scriptlanguage pack, just watch Atom, because it sometimes gets confused with line ends and replaces line ends of everything it touches - not a problem for ags but if you have your game on Source Control like git, you will get spurious file changes of Atom randomly replacing line endings for whole files. Atom hasn't given this bug anymore for me, so maybe they fixed it, but I had it on the past.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: morganw on 15 Sep 2019, 19:15
just watch Atom, because it sometimes gets confused with line ends and replaces line ends of everything it touches - not a problem for ags but if you have your game on Source Control like git, you will get spurious file changes of Atom randomly replacing line endings for whole files. Atom hasn't given this bug anymore for me, so maybe they fixed it, but I had it on the past.
The whitespace package that comes with it is enabled and pre-configured to do lots of whitespace changes. If you edit the settings for this package you can stop it doing this. Git on Windows will also auto-convert line endings by default, which can get complicated if you are sharing the checked out file between Windows and something else.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 19:20
I have no idea, I am on Ubuntu 18.04, using Play On Linux and installed dotnet40 from the graphic PoL interface. For the redistributable I actually got it from the MS website and ran the installer with "run an .exe on this prefix" from PoL interface.

PlayOnLinux sounds great, I know about it but haven't tried it yet.

Quote
can't use find replace on AGS Script from ags itself
Find and replace/replace all both are working inside inbuilt editor.
Spoiler: Show
(https://i.imgur.com/R11z4tB.png)

I've used Atom few times then I got into cult of emacs  (laugh).
Give inbuilt script editor try it works and keep sharing.
Thanks.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 15 Sep 2019, 20:06
Ah, you aren't theming your Wine prefix. If you have a Gnome theme and apply it on wine, the find replace gets confused when it changes opacity and moves on screen. This doesn't happen if you don't override Wine theme.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Vikram Vicky on 15 Sep 2019, 20:48
Ah, you aren't theming your Wine prefix. If you have a Gnome theme and apply it on wine, the find replace gets confused when it changes opacity and moves on screen. This doesn't happen if you don't override Wine theme.

There is way to change theme by editing user.reg inside wine prefix then you don't have to override theme.
Copy this under [Control Panel\\Colors] inside user.reg save and exit. Got this on internet forgot the link.
Just for experiment.
Spoiler: Show

"ActiveBorder"="49 54 58"
"ActiveTitle"="49 54 58"
"AppWorkSpace"="60 64 72"
"Background"="49 54 58"
"ButtonAlternativeFace"="200 0 0"
"ButtonFace"="49 54 58"
"ButtonHilight"="119 126 140"
"ButtonLight"="60 64 72"
"ButtonText"="219 220 222"
"GrayText"="155 155 155"
"Hilight"="119 126 140"
"HilightText"="255 255 255"
"InactiveBorder"="49 54 58"
"InactiveTitle"="49 54 58"
"InactiveTitleText"="219 220 222"
"InfoText"="159 167 180"
"InfoWindow"="49 54 58"
"Scrollbar"="73 78 88"
"TitleText"="219 220 222"
"Window"="35 38 41"
"WindowFrame"="49 54 58"
"WindowText"="219 220 222"
PS: I think it does happen sometime.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: abstauber on 16 Sep 2019, 09:15
Somehow I can't find the tumbleweed template's manual in the wiki. The only template files are these.

TemplateBASS
Templates
TemplateSierraStyle
TemplateVerbcoin

And the only trace I found of a verb gui is this:
Quote
AGS comes with a few standard templates:

9-Verb Monkey Island Style
...
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 16 Sep 2019, 11:37
It was never in the manual, the templates on the manual are the ones that have been there for historical reasons. Do you have a link to a README or other type of manual you can point to be added there? This 9verb text needs to be replaced for the tumbleweed template and a text describing it. Maybe it's interesting to add screenshots for each too.

The templates in AGS comes from here (https://github.com/adventuregamestudio/ags-templates/tree/master/Templates). :)

Edit:  I think I found tumbleweed docs (https://github.com/dkrey/ags_tumbleweed/tree/master/doc), but I need help to get this in a single markdown page to be placed in the manual.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: abstauber on 16 Sep 2019, 14:08
I'm also not too happy with the .rst file format. The only reason I used sphinx and .rst was that I could compile a chm file. Yet I still don't know, what the incomplete community version of the manual is :P
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 16 Sep 2019, 14:31
Sorry, I mixed up rtf and rst, I can take a look on this tonight.

Edit: @abstauber, I added in the ags-manual/wiki/Tumbleweed.md (https://github.com/adventuregamestudio/ags-manual/wiki/Tumbleweed), I just need to fix some small details before linking it in the new template entry on the manual. I added a brief mention of your name and the template license at the top, please tell me what you think about it. Notice you can also edit it on GitHub.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: abstauber on 18 Sep 2019, 10:34
I think, it's amazing  :-D Did you convert it all by hand? And this should also be provided within the template file?
Nontheless this is way better than the .rst files. So I'd say - as long as I can edit the new Tumbleweed.md , there's no need to maintain seperate manual files in my repo.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 18 Sep 2019, 12:16
I used Pandoc for doing the conversion, and manually fixed the links. I think maintaining it in it's repo too is good, even if you do it in this Markdown format. Please check if I accidentally removed anything.

The wiki should be editable by you when you click the edit button while logged on GitHub.  :)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 23 Sep 2019, 08:34
I finally have a proper example of my non-scaling walkable area problem.

Below is the images of walkable area 1 - this was after the error started to happen, but before I had a chance to edit (accidentally or intentionally) the walkable area:
(https://redrom.ltd/img/screenshot6.png)
(https://redrom.ltd/img/screenshot5.png)
(https://redrom.ltd/img/screenshot4.png)

This is after I repaint the walkable area as id 2, and change the front scaling to 100 (from 110):
(https://redrom.ltd/img/screenshot3.png)
(https://redrom.ltd/img/screenshot2.png)
(https://redrom.ltd/img/screenshot1.png)

Finally I decided to change the scaling to 100/40. This area still works up until posting
(https://redrom.ltd/img/screenshot7.png)
(https://redrom.ltd/img/screenshot8.png)

Here's a zip of the room+code:
https://redrom.ltd/img/room35.zip (https://redrom.ltd/img/room35.zip)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 23 Sep 2019, 19:40
@bx83, I do not know what to make out of this case, because when I import this room into a new game and repaint area 1 the scaling works correctly - from full size to 50% size.

I think it may help more if you could send either a room where broken area is not touched at all (as in not even repainted), or a compiled exe where area does not work.

E: I can see on the first screenshots that area 1 actually does some scaling, perhaps not exactly what is intended though. But character is definitely smaller (maybe like 20% smaller) when he walks far away.
In theory this mistake could've been created if you put extra pixel for area 1 somewhere higher up in the room (because then it will think that min scaling should be at lower Y value). But idk if that's the case as I dont see any stranded pixels on a screenshot or in the room.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 23 Sep 2019, 20:09
Maybe area 1 is scaled from the actual top of the area (y=O) and the actual bottom (y=768) instead of the top and bottom *of the area painted*? (y=500 to 768 approx)

I’ll wait til it happens again and then submit the unchanged room.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 23 Sep 2019, 20:33
Maybe area 1 is scaled from the actual top of the area (y=O) and the actual bottom (y=768) instead of the top and bottom *of the area painted*? (y=500 to 768 approx)

This could make sense also. Maybe AGS does a mistake when looking for the mask's stretch at some point, or saves wrong values.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: eri0o on 23 Sep 2019, 20:40
There's a key which I don't remember now to show Walkable areas in the game itself, I think using it when it happens in the game could be helpful.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 28 Sep 2019, 08:54
The Frame counter on Views will not go above 100:

(https://redrom.ltd/img/framecounterproblem.png)
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 28 Sep 2019, 19:44
The Frame counter on Views will not go above 100:

It works for me... created 107 frames and frame field goes to 107.

EDIT: Alright, I see what's wrong, it does not go above 100 when animating for some reason.

BTW, there's a "run next loop" checkbox that allows you to split loops in smaller ones and force to run in sequence.
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: bx83 on 29 Sep 2019, 07:31
When animating, yes. Is this a feature or a bug?
Title: Re: AGS 3.5.0 - Beta 7 (new upcoming version)
Post by: Crimson Wizard on 29 Sep 2019, 07:42
When animating, yes. Is this a feature or a bug?

Looks like a bug, yes.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 01 Oct 2019, 00:58
Update: AGS 3.5.0 - RC 1

First release candidate. There are few known issues, but they are not critical imho and hopefully will be fixed soon.

(zip file now includes Linux pack too)

Changes since Beta 7:

Editor:
- Disabled sending crash reports and anonymous statistics, because of the AGS server issues.

Script API:
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
NOTE: this may be counter-intuituve, but for compatibility reasons the reverse animation begins with frame-1: this is because passing default 0 will make reverse animation begin at the last frame, so we pretend it wraps the loop and steps one frame back.

Engine:
- Fixed potential crash that could happen when switching between fullscreen and windowed mode, or switching back into game window (only observed on Linux for some reason).

Also

Editor regressions and fixing new features:
- Made new Sprite Import dialog commence import by pressing Enter
- Fixed audio clips got ordered in game incorrectly after importing old project
- Fixed detection of installed Linux build pack
- Fixed "Assign sprites to view" command
- Fixed "Copy coordinates" context menu not shown in some of the room editor's modes
- Fixed false reports of game "not able to shut down properly"

Engine regressions and fixing new features:
- Fixed few recent regressions related to wrapping text lines
- Fixed potential crash which could occur when loading saves made in games with large amount of dynamic objects
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Dualnames on 03 Oct 2019, 19:08
I've set SetMultiTaskingMode to 1 or whatever the value is that means that the game's loops continue when alt-tabbed, however the game seems to not do that on fullscreen.

EDIT: And I've replied my own question "Note that mode 1 does not work with some graphics cards in full-screen mode, so you should only rely on it working when your game is run in windowed mode."

Question regarding
Quote
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
NOTE: this may be counter-intuituve, but for compatibility reasons the reverse animation begins with frame-1: this is because passing default 0 will make reverse animation begin at the last frame, so we pretend it wraps the loop and steps one frame back.

I'm doing this a lot in my code, where EGOTORCH VIEW has 8 frames i believe the frame 7 is the last one. That will continue to work, correct?
1. cEgo.LockViewFrame(EGOTORCH, 2, 7);
2. cEgo.Animate(2, ANIMATION_SPEED, eOnce, eBlock, eBackwards);
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 03 Oct 2019, 19:18
Question regarding
Quote
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
NOTE: this may be counter-intuituve, but for compatibility reasons the reverse animation begins with frame-1: this is because passing default 0 will make reverse animation begin at the last frame, so we pretend it wraps the loop and steps one frame back.

I'm doing this a lot in my code, where EGOTORCH VIEW has 8 frames i believe the frame 7 is the last one. That will continue to work, correct?
1. cEgo.LockViewFrame(EGOTORCH, 2, 7);
2. cEgo.Animate(2, ANIMATION_SPEED, eOnce, eBlock, eBackwards);

Yes, new parameter was implemented in such way that all the existing scripts are supposed to work as before. If they won't - that should be considered a bug.

I am not sure though, why do you do LockViewFrame before running Animate? I think Animate always uses its own frame (0, or max-1 for eBackwards), so one you set with LockViewFrame will be overiden immediately.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: cat on 05 Oct 2019, 14:26
Not really a bug but a bit annoying:

I'm editing the objects of a room. When I switch to another room to look up something the previous room is closed (okay, can't have more than one open) and the "Edit this room's" field is reset. This is quite annoying because I manually have to select that I want to edit room objects when switching back to the first room.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 06 Oct 2019, 01:14
I'm editing the objects of a room. When I switch to another room to look up something the previous room is closed (okay, can't have more than one open) and the "Edit this room's" field is reset. This is quite annoying because I manually have to select that I want to edit room objects when switching back to the first room.

It's quite easy to save another field to room design data (*.crm.user file), but I met problems setting selected object when room is opened because editor logic is pretty messy there... will look again in a bit.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: cat on 10 Oct 2019, 18:40
I'm not sure if this should be saved per room or globally. I can see use cases for both.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 10 Oct 2019, 18:43
I'm not sure if this should be saved per room or globally. I can see use cases for both.

Hm, I made it per room, it's currently under revision. Not sure how global might work?
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: cat on 10 Oct 2019, 18:45
You select "Edit this room's" Objects, you close the room, when you open another room, again "Objects" is selected.

Sorry that I was late with this thought. It is not that important.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 10 Oct 2019, 19:09
You select "Edit this room's" Objects, you close the room, when you open another room, again "Objects" is selected.

Oh, I see. Well, this would be much easier to do, but then it will conflict with the first idea, because program won't know whether to apply last saved room's selection or this remembered global selection on room load.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Cassiebsg on 11 Oct 2019, 12:51
I'm fine with by room setting, specially if it's already implemented.  (nod)
At least you know that it will open the room in the last state you left it.
Title: Re: AGS 3.5.0 - RC 1 (new upcoming version)
Post by: Crimson Wizard on 11 Oct 2019, 12:55
To keep both per room and global selection there will be a need for a switch in preferences probably.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 13 Oct 2019, 15:08
Update: AGS 3.5.0 - RC 2

Second release candidate.

(zip file now includes Linux pack too)

Changes since RC1:

Editor:
- Added "Scale movement speed with room's mask resolution" to General Settings. This is a backward compatible option that supposed to be False by default.
- Room editor remembers last selected item in each room (this is saved in roomXXX.crm.user file).

Also

Editor regressions and fixing new features:
- Fixed new sprite import dialog ignoring default transparency setting from editor preferences.
- Fixed room editor sometimes continues with chosen action if you click middle mouse button trying to bring "Copy coordinates" context menu.
- Fixed imported bitmap font did not get loaded into editor preview immediately (required restarting editor).
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: robcolton on 13 Oct 2019, 21:42
I've been having an issue with where it complains that the game engine wasn't shut down properly. If I restart my PC, sometimes it corrects the situation. Once it works, it works for a while but at some point it will stop working.

When AGS is in this state, compiling the game and then running the EXE does work as expected, but that grows inconvenient.

This is the error:

Error: The operation was canceled by the user
Version: AGS 3.5.0.18

System.Exception: The operation was canceled by the user ---> System.ComponentModel.Win32Exception: The operation was canceled by the user
at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
--- End of inner exception stack trace ---
at AGS.Editor.Components.BuildCommandsComp onent.TestGame(Boolean withDebugger)
at AGS.Editor.Components.BuildCommandsComp onent.CommandClick(String controlID)
at AGS.Editor.ToolBarManager.ToolbarEventH andler(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.On Click(EventArgs e)
at System.Windows.Forms.ToolStripItem.Hand leClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.Hand leMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.Fire EventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseU p(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.ControlNat iveWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: bx83 on 14 Oct 2019, 09:30
I've had a problem importing images from file in rc2.
I imported a few .png images, and the results were almost there, but not quite. The area where I had used a circle to cut off all 4 corners of the image, was now in the original square shape; the bordering around the icon had to be 1px thick, but in places it was 2 or 3. Basically, the image appeared to have been set to the most recent minus one edit, though I don't know how that's possible. I used Photoshop CS6 for the graphics.

(https://redrom.ltd/img/image1.png)
(https://redrom.ltd/img/image2.png)
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 14 Oct 2019, 12:33
I've had a problem importing images from file in rc2.
I imported a few .png images, and the results were almost there, but not quite. The area where I had used a circle to cut off all 4 corners of the image, was now in the original square shape; the bordering around the icon had to be 1px thick, but in places it was 2 or 3. Basically, the image appeared to have been set to the most recent minus one edit, though I don't know how that's possible. I used Photoshop CS6 for the graphics.

I have to ask for elaboration again, because I dont understand how much of this information is relevant to the problem. You are referring to some "edits", but I don't know the history of your edits.

Is the problem in:
* importing a sprite produces wrong results (as in - transparency or some colors are wrong), or
* importing a sprite resets a sprite to some older variant, which you imported previously?

Also, frankly, I don't understand your screenshots. Are they depicting new sprite, old sprite, comparing them? are these source sprites or sprites after importing in AGS?

It may also help if you tell which transparency setting did you use when importing a sprite.
Could you upload a png to let us test it?
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 14 Oct 2019, 13:55
I've been having an issue with where it complains that the game engine wasn't shut down properly. If I restart my PC, sometimes it corrects the situation. Once it works, it works for a while but at some point it will stop working.

When AGS is in this state, compiling the game and then running the EXE does work as expected, but that grows inconvenient.

This is the error:

Error: The operation was canceled by the user

So, to clarify, this error shows up when you try to run game under debugger, with F5?
We had similar reports in the past, but it was unclear what is usually a problem. The error message itself indicates that some external "force" prevents game exe from starting up. Maybe operating system locks the file for some reason, or this could be antivirus. Antiviruses do not generally like AGS for some reason.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: bx83 on 14 Oct 2019, 13:55
Importing a sprite produces wrong result.

The first image is the actual sprite I’m importing. The second sprite is what’s been imported.

Transparency setting? What’s the default? It’s a 32bit colour game.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 14 Oct 2019, 13:58
Transparency setting? What’s the default? It’s a 32bit colour game.

In 3.5.0.18 we have fixed an issue and default transparency option is now taken from Editor Preferences (File -> Preferences), as it was in previous versions.

What were your intentions anyway? Did you want transparent border, or something else?

Could you still upload the image? Maybe paint the face over to prevent its usage by other people. It's just that it's hard to tell what's going on there simply by looking on screenshots.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: bx83 on 14 Oct 2019, 15:00
As can be seen in the 2nd image, the background is grey (should be white, and the black border is uneven). In the imported image, black border is 3px thick in top, 2px think on left side. The original image has 1px thick black borders. I don’t know why this is happening, it’s the first time ever.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 14 Oct 2019, 15:17
Really, I cannot say anything without knowing more details first, and doing an investigation.

1. Seeing actual image file, and being able to check the pixels.
2. Knowing import settings.

Maybe other AGS users may know something about such errors?, but I don't.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: robcolton on 14 Oct 2019, 23:24
I've been having an issue with where it complains that the game engine wasn't shut down properly. If I restart my PC, sometimes it corrects the situation. Once it works, it works for a while but at some point it will stop working.

When AGS is in this state, compiling the game and then running the EXE does work as expected, but that grows inconvenient.

This is the error:

Error: The operation was canceled by the user

So, to clarify, this error shows up when you try to run game under debugger, with F5?
We had similar reports in the past, but it was unclear what is usually a problem. The error message itself indicates that some external "force" prevents game exe from starting up. Maybe operating system locks the file for some reason, or this could be antivirus. Antiviruses do not generally like AGS for some reason.

It shows up when I use the Run icon on the toolbar, which is the same thing as F5 I'm guessing. My AGS folder is in my OneDrive documents folder, I'll try to pause OneDrive and exclude it from virus checking and see if that helps.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: morganw on 15 Oct 2019, 00:18
My AGS folder is in my OneDrive documents folder, I'll try to pause OneDrive and exclude it from virus checking and see if that helps.
Also, Windows Explorer can accidentally lock the files whilst trying to look at the directory contents. So you could also try closing all Explorer windows which are displaying game directories.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: dbuske on 15 Oct 2019, 18:35
I am using a preview version of Windows 10, so this might be more a problem of windows preview???
I can't get the edges to work. I can't seem to find them.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: eri0o on 15 Oct 2019, 18:37
You can manually type the edge position on the room properties and then adjust manually providing the Edge layer is selected and visible.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 15 Oct 2019, 19:21
I am using a preview version of Windows 10, so this might be more a problem of windows preview???
I can't get the edges to work. I can't seem to find them.

Do you mean you can't find "Edges" option in the menu where you select editing mode, or that you cannot see them inside the room?
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 20 Oct 2019, 19:51
- Room editor remembers last selected item in each room (this is saved in roomXXX.crm.user file).
Works great! Thanks for implementing it!

Edit: I think I've found a bug: Open a room, edit one hotspot (draw a hotspot area somewhere), save the room, close it and open it again. The same hotspot I was editing before is selected, but the editing buttons don't show up in the tool bar.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 21 Oct 2019, 18:59
Edit: I think I've found a bug: Open a room, edit one hotspot (draw a hotspot area somewhere), save the room, close it and open it again. The same hotspot I was editing before is selected, but the editing buttons don't show up in the tool bar.

Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: robcolton on 22 Oct 2019, 02:39
My AGS folder is in my OneDrive documents folder, I'll try to pause OneDrive and exclude it from virus checking and see if that helps.
Also, Windows Explorer can accidentally lock the files whilst trying to look at the directory contents. So you could also try closing all Explorer windows which are displaying game directories.

Neither excluding the folder from Defender or disabling OneDrive fixed this issue. However, I changed the build settings so that it split into chunks of size 2. After I did that, it seems to run reliably every time.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 22 Oct 2019, 20:49

Looks good  :)
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 26 Oct 2019, 21:25
I'm having trouble running my game on my phone now.

When selecting the game in the app I get an error message:

Runtime error: unresolved import 'Character::Animate^6'

With previous versions I was able to copy the compiled game to the ags folder of my phone and run it from the AGS app. I really want to have the game run on my phone. Is there a new Android port that I can use? Or, can I alternatively step back to an older Beta of the IDE?
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 26 Oct 2019, 21:27
With previous versions I was able to copy the compiled game to the ags folder of my phone and run it from the AGS app. I really want to have the game run on my phone. Is there a new Android port that I can use? Or, can I alternatively step back to an older Beta of the IDE?

There's a new APK, it was only recently put into automatic building, so not posted here yet: https://cirrus-ci.com/task/4711696307847168
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 27 Oct 2019, 06:29
There are 3 apks in the zip
• AGS-3.5.0.18-debug.apk
• AGS-3.5.0.18-debug-unaligned.apk
• AGS-3.5.0.18-release-unsigned.apk
Which is the one to use?
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: eri0o on 27 Oct 2019, 08:14
I think debug unaligned is the one you want
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 27 Oct 2019, 20:06
I was not able to install any of them  ???
After I say install there is a progress bar but then the message "App not installed"
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: eri0o on 27 Oct 2019, 21:16
This is weird but apparently my phone can't download any of them. So I can't even try to install. I guess this is a bug on cirrusci website.
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: Crimson Wizard on 27 Oct 2019, 23:04
I was not able to install any of them  ???
After I say install there is a progress bar but then the message "App not installed"

Try uninstall any previous versions, this helps sometimes (not always)
Title: Re: AGS 3.5.0 - RC 2 (new upcoming version)
Post by: cat on 28 Oct 2019, 08:45
Try uninstall any previous versions, this helps sometimes (not always)
Ah, that worked. I was able to install the app and run the game - thanks!

This is weird but apparently my phone can't download any of them. So I can't even try to install. I guess this is a bug on cirrusci website.
I think the mobile version of the page is somewhat broken. If you click the link on the right side of the apks folder, a zip will download.
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: Crimson Wizard on 29 Oct 2019, 22:01
Update: AGS 3.5.0 - RC 3

Third release candidate.

(zip file now includes Linux pack too)

Changes since RC2:

Editor:
- Updated Splash screen taglines.
- Updated Welcome page, and links.

Engine:
- Fixed engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or ItemHeight to 0.
- Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical artifacts remaining after the Steam overlay, for example.

Also

Editor regressions and fixing new features:
- Fixed reloading a sprite at offset 0,0 from source bitmap which was a part of tiled import.
- Fixed special toolbar is not displayed when you load previously saved room and Hotspot or another area was the last selected item.
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: Dualnames on 11 Nov 2019, 18:37
There's an issue with AGS playing sounds for Windows 7, is that a known issue? It has been happening for a while now, but I thought it was my own coding problem, turns out that is not the case.
I have a build that faulters for that, if u wanna try it out. I'm using SDLmixer for the majority of the sounds, which is not problematic, but I use AGS's sound engine for the inventory sounds, and whilst i ahve no issues on windows 8 or 10, it seems on Windows 7 (used by our artist and writer (I know! Why are they using win 7 still ROFLMAO)) the sounds don't play.
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: Cassiebsg on 11 Nov 2019, 19:21
Because win7 is better? :p
Anyway, I haven't noticed anything and I'm on win7... maybe I didn't noticed anything cause I didn't knew about a specific sound, so one can't miss what one does not expect. If you want me to give it a test run... you can just build a mini-demo with the sound that isnt' playing, if you don't want to send me everything.  ;)
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: Crimson Wizard on 11 Nov 2019, 19:22
There's an issue with AGS playing sounds for Windows 7, is that a known issue? It has been happening for a while now, but I thought it was my own coding problem, turns out that is not the case.
I have a build that faulters for that, if u wanna try it out. I'm using SDLmixer for the majority of the sounds, which is not problematic, but I use AGS's sound engine for the inventory sounds, and whilst i ahve no issues on windows 8 or 10, it seems on Windows 7 (used by our artist and writer (I know! Why are they using win 7 still ROFLMAO)) the sounds don't play.

There's not enough information to give an anwer. I personally was working on some game in 3.5.0 on Windows 7 (I also still use it)  only today and sound played. Perhaps give them other games to test (or make a dummy game for a test)? Or send your game to one of the developers to try out.
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: arj0n on 16 Nov 2019, 01:59
AGS 3.5.0 - RC 3:

replace sprite(s) from source doesn't use the selected transparant color from a previous replace sprite from file action.

(if I remember correctly, the above was working in the v3 series)

Repro:
Spoiler: Show

• Have 3 sprites imported using for each 3 the same specific color as transparant color.
• Select 'replace sprite from file' for 1 of the imported files, now using 'leave as is' as transparant color.
• Select the other 2 imported files and select 'replace sprite(s) from source' for both files.
• The result is that only the first file has 'leave as is' as transparant color, the other two still have the original specific color as transparant color.
Title: Re: AGS 3.5.0 - RC 3 (new upcoming version)
Post by: Crimson Wizard on 16 Nov 2019, 07:42
AGS 3.5.0 - RC 3:

replace sprite(s) from source doesn't use the selected transparant color from a previous replace sprite from file action.

(if I remember correctly, the above was working in the v3 series)

I don't remember how this worked earlier, but now "replace sprite from source" always uses remembered settings for each individual sprite. You may change these setting in the sprite properties, "Import" category.

Note also that you are mixing two unrelated operations here. "Replace from file" creates completely new sprite (on same slot) with completely new settings. "Replace from source" updates existing sprite, using that sprite's settings.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: Crimson Wizard on 16 Nov 2019, 09:40
Update: AGS 3.5.0 - RC 4

Fourth release candidate.

(zip file now includes Linux pack too)

Changes since RC3:

Editor:
- Fixed "Script Compatibility Level" was not correctly set when importing projects made in AGS 3.4.* versions.
- Fixed autocomplete crashing with empty /// comments.

Script API:
- Deprecated "system" object (not System struct!).

Engine:
- Fixed Direct3D was slightly distorting game image in pixel perfect mode.

PS We wait until the end of next week and, if no new bugs are found, make final release.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: bx83 on 17 Nov 2019, 02:09
But there are 187 open bugs...?
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: Crimson Wizard on 17 Nov 2019, 07:48
But there are 187 open bugs...?

There are 187 open issues, part of which (62) are considered mistakes (others are suggestions and feature requests). But AGS had majority of these mistakes for a very long time. Most are old bugs which were not fixed yet. Some are internal code problems that are not noticeable by users. Fixing all of these would require more work, and we would have to postpone this release for another year or more.

This is why we divide problems into serious ones, that actually do not let people create and run their games, and those that may be avoided, ignored or have known workaround. The latter are left to be dealt with in the future versions. Some of these problems may even go away when we rewrite parts of code in the course of performing other tasks.

If you know specific problems that cause you trouble, and especially if they do not let you finish making your game, then please tell about them, and these will be addressed before this release, or in following patches.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: cat on 17 Nov 2019, 20:20
I tried the installer for the first time and it worked without problems. Looking forward to the release!
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: bx83 on 21 Nov 2019, 23:07
I think I may have found a new bug.

When importing an image (or multiple images), 'from source', of a different size, the editor either

a) says 'Tile selection for sprite 12345 was out-of-bounds for image '\path\to\image' due to the new source image being smaller; or
b) takes the new image that is bigger, cuts out a section starting from top-left of the size the original, and updates the original incorrectly.

From memory, if it's the same size, image import works fine.

Only 'Replace From File' works -- but this isn't very good for, you know, replacing 300 animation frames.
Both old and new 'from source' images are PNG; new ones are created at a newer date (duh), in the original source directory. Import settings were transparency pixel top-left, and import alpha layer (which it did fine)
They were generated from Photoshop CS6 (though I originally got them from an animator, on another program and computer, probably not Photoshop but an Adobe Animate or Spine 2.0 export).

So basically: image import does not work on an image of a different size.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: Crimson Wizard on 22 Nov 2019, 04:33
When importing an image (or multiple images), 'from source', of a different size, the editor either

a) says 'Tile selection for sprite 12345 was out-of-bounds for image '\path\to\image' due to the new source image being smaller; or
b) takes the new image that is bigger, cuts out a section starting from top-left of the size the original, and updates the original incorrectly.

Could you clarify something:
a) In the first case, if the image is smaller, where the erroneous tile is actually located now, or is it removed? Does it still reimport other tiles that fit?
b) In the second case, do you mean that the tiles themselves have different size, or they are located in a different place on the source image?
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: bx83 on 22 Nov 2019, 12:16
First case, smaller-than-original image: I’m not sure I understand what you mean. If it’s a smaller image, it just fails with ‘Tile selection for sprite 12345 was out-of-bounds for image '\path\to\image’. The original image and the replacement are both from the same directory source, same name, same file, but one is smaller, or updated. The original is left there; the new replacement one is still there after this process.

Second case, larger image: take a picture. You have a small frame for it to be put in, but the new photo is larger than this and won’t fit in the frame. To fit it in the frame, you push it into the upper left corner, and then shave off the excess on the bottom and right sides with a knife. You now have the smaller image view of the larger picture; it’s cropped off and useless.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: Crimson Wizard on 22 Nov 2019, 12:34
Sorry, I was not sure whether you are speaking of a tiled import, or full image import, hence my questions. By "tile located" I meant which part(s) of source image you import.

Do I understand correctly that you were speaking of importing full image, and then resizing source and trying to reimport?

EDIT: Yes, I tested this now and full image reimport does not work as in 3.4.0 anymore if you resize the source.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: morganw on 22 Nov 2019, 12:39
This is by design in terms of how the spritesheet reloading works, since there is an assumption that the spritesheet dimensions don't change. But I'll look at adding a flag that determines whether to honour the tile dimensions, and default that to off when the original import used the entire image.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: bx83 on 22 Nov 2019, 19:51
It definitely did in the latest Stable version.

Not tile import, full image import.
What... is a tiled import?

It’s actually a bug now?

I can say it’s an essential feature. What I would do was a batch action in photoshop, import all images (perhaps 100+), do a view, not like it and realise it needs changing, alter batch action and image size by one row of pixels, and then reimport. Now, I have to delete all frames in view, then everything in sprites, then reimport, etc. It’s very tedious.
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: Crimson Wizard on 22 Nov 2019, 19:56
The above is a regression compared to 3.4.0, it appeared after sprite import rewrite in 3.5.0.

What... is a tiled import?

Tiled import is when you have a tile sheet in one big image and import it cutting by parts. You enable this by ticking a "tiled import" checkbox. This is an old feature and still present, but only since 3.5.0 you can actually reimport tiles. Previously only reimporting full image worked correctly.

Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: bx83 on 23 Nov 2019, 00:12
Really? That might be useful with my animation...
Title: Re: AGS 3.5.0 - RC 4 (new upcoming version)
Post by: morganw on 23 Nov 2019, 01:07
If your animation frames can be exported to fit a grid (or a single row or single column), it might be useful to you:

It probably depends on which external tools you use and whether it is more convinient for those to use this approach or use separate image files. At the moment, there is no difference from the game engine's perspective about how the sprite was imported as they are all packed individually.
Title: Re: AGS 3.5.0 - RC 5 (new upcoming version)
Post by: Crimson Wizard on 28 Nov 2019, 19:32
Update: AGS 3.5.0 - RC 5

Another release candidate... we keep fixing recently found mistakes in new functionality.

(zip file now includes Linux pack too)

Changes since RC4:

Engine:
- Fixed engine crashing if Object.SetView is called with a view that does not have any loops.

Also

Editor regressions and fixing new features:
- Fixed reimporting full sprite from source fails if the source image was resized (regression since 3.4.0).
- Allow to select locked room objects and areas with a mouse cursor (previous behavior was found very inconvenient, and besides you may select them in dropdown lists anyway...).
- Display "locked" cursor when paint operation is denied for the room area (makes it easier to realize when you are denied to draw because you locked the area).
- Fixed room areas require two attempts to begin painting.
- Fixed cursor blinking when dragging a room edge.
Title: Re: AGS 3.5.0 - RC 5 (new upcoming version)
Post by: cat on 30 Nov 2019, 21:30
I have a problem with the current Android Launcher APK.
I have a game compiled with 3.4.1.15 and I can run it just fine on my phone with the newest launcher. However, as soon as I switch to the German translation, it doesn't work and I get an error message that the translation file is corrupt.
However, my partner can run the German translation on his phone. Any ideas?