Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Pumaman on Fri 30/05/2003 18:10:33

Title: AGS v2.55 Final now available for eating
Post by: Pumaman on Fri 30/05/2003 18:10:33
Well, it's been a while, but the time has finally come for 2.55's final release.

If no serious problems are found within the next few days I will update the website and make it official.

NOTE: The DOS engine is no longer included in the download. My DOS compiler has gone tits-up and I don't seem to be able to compile it any more.
Were any of you actually using it anyway? If so, I can look into getting the compiler working again and bring it back - otherwise I won't bother.

NOTE: Please no feature requests in replies to this post - bug reports and feedback only.


Changes since RC2 for you beta-ish people:
* Added DisableRegion, EnableRegion text script functions.
* Fixed anti-aliased fonts causing problems with dialog options.
* Fixed dumping game text where there was no blank line at the end of a dialog script.


Full changelog since v2.54:
* GUIs can now be named, and those names used in the text script, much the same way as it works with characters.
GUIs can also now be deleted, which is safe so long as you use their names rather than numbers to reference them in your scripts.
* Optimization to speed up screens with large objects, and to speed up rendering of characters.
* Added "regions" as a new room area mask type. These take over light levels from walkable areas, and also add 'Player Walks Onto' and 'Player Walks Off' interactions.
* Added support for New Game Templates, to enable the user to choose between a new game Sierra-style, Lucasarts-style, and so forth.
The default blank game also now includes a simple custom inventory window.
* Added DisableRegion, DisplayThought, EnableRegion, GetGameOption, GetGameParameter, GetRegionAt, IsInventoryInteractionAvailable, RunRegionInteraction, SetCharacterViewEx and ShakeScreenBackground text script functions.
* Added plugin API functions GetSpriteWidth, GetSpriteHeight, GetTextExtent, PrintDebugConsole, PlaySoundChannel, IsChannelPlaying
* Increased max objects per room from 10 to 15.
* Added "Quick Save" editor option, which saves your changes but doesn't compile the game files. This is useful when you just want to quickly save your work but not test the game.
* Added drag and drop support to sprite manager for moving sprites.
* Added game.text_align variable to allow you to centre text within message boxes.
* Added ability to use custom image as GUI Slider tracker.
* Added option for 256-colour animating backgrounds to share the main background's palette, to eliminate flicker effect on backgrounds with more subtle changes.
* Added basic CallTips to script editor.
* Mirrored view frames now work with objects.
* Editor now checks whether the starting room exists before saving the game, which should hopefully help newbies.
* Added "Conditional - If mouse cursor mode is" and "Conditional - If player has been to room" interaction commands.
* If you have no mod/xm music, the player is now not loaded and therefore you can use all 6 sound channels simultaneously.
* SetButtonPic now updates the button size to the size of the new graphic, when changing the Normal graphic.
* Editor now prompts you to rebuild the vox files if music or speech has been added to the game folder.
* Tiled sprite import now goes from left to right in rows, rather than top to bottom in columns - more logical this way.
* Allow FileOpen to open files in sub-directories if FILE_READ.
* Tinkered with avi playback code a bit to try and make it more stable.
* Fixed spurious engine crash "no such function in script" when nesting scripts inside interactions.
* Fixed walk-behind mask granularity not being updated if a background of a different resolution but same relative size was imported.
* Fixed editor crash sometimes when changing GUI background image.
* Fixed crash trying to load a game saved in a 320x240 room when the current room was a 320x200 room.
* Fixed crash when characters went off the top of the screen.
* Fixed crash passing empty string to Display/DisplaySpeech.
* Fixed SetGUIPosition giving error message at 800x600.
* Fixed SetMusicVolume not allowing volume less than Normal.
* Fixed character light levels to use region 0 settings if off-screen, to make the character be correctly lit as they walk from off-screen.
* Fixed black on some sprites turning to transparent when ignoring walk behinds.
* Fixed replay playback sync error with 640x400-res games.
* Fixed game crash if you had an unterminated GUI label macro.
* Fixed crash drawing small (eg. 4x4) sprites.
* Fixed editor crash dumping game text in long path names.
* Fixed crash in Win9x when trying to drag sprites in the sprite manager.
* Fixed crash entering a very long global message in the editor.
* Fixed music crossfading while playing FLC animation.
* Fixed anti-aliased 256-col sprites being black during fade-in.
* Fixed on_event(ADD_INVENTORY) not running if the player already had one of the item.
* Fixed Undo wiping entire script if selected when editor opens.
* Fixed dumping game text where there was no blank line at the end of a dialog script.
* Fixed anti-aliased fonts causing problems with dialog options.
* Renamed "Always on" and "Script only" GUI types to make more sense.

(NOTE: This is the second release to fix a bug with walk-behinds - if you downloaded the EXE version of the installer, please get this instead)
http://www.cj7.pwp.blueyonder.co.uk/ags_255.zip

Title: Re:AGS v2.55 Final now available for eating
Post by: Privateer Puddin' on Fri 30/05/2003 18:13:27
Dont think we need the DOS engine any more really..

Those Region commands from RC2 are helpful cheers
Title: Re:AGS v2.55 Final now available for eating
Post by: on Fri 30/05/2003 18:54:38
good job chris.

i only use the dos engine when a game is to slow in windows. so i dont mind it gone but i would still use it if it is developed.
Title: Re:AGS v2.55 Final now available for eating
Post by: Volcan on Fri 30/05/2003 19:20:55
On slower computers, the DOS engine is faster than Windows.

Robin Gravel
Title: Re:AGS v2.55 Final now available for eating
Post by: Mennuz on Sat 31/05/2003 13:03:43
Ah, Final.. i love that word
Title: Re:AGS v2.55 Final now available for eating
Post by: on Sat 31/05/2003 16:59:29
A quick question: If I transfer my game in progress from 2.54 to 2.55, will everything still work the way it was in 2.54?  (I used walkable areas in 2.54, and I know there are regions in 2.55, so will this be a problem?)
Title: Re:AGS v2.55 Final now available for eating
Post by: scotch on Sat 31/05/2003 17:23:40
best way to find out is to back your game up then convert it, if it doesn't work the same then go back to the old version.
Title: Re:AGS v2.55 Final now available for eating
Post by: deltamatrix on Sun 01/06/2003 00:19:24
One thing I think you should know CJ! I thought you said you'd always release a MP3-less addition of every version. You haven't.......have you?

Personally I'd like to see Mp3s eliminated anyway coz they are crap!!!!!!

Oh f**k!!! Was that a suggestion?

I do not intend this as a request.
Title: Re:AGS v2.55 Final now available for eating
Post by: Scavenger on Sun 01/06/2003 10:30:11
Awww, I liked the DOS compiler! I think that taking out the DOS version will be a great blow to the Adventure Game Community. I don't know if I'm alone, but I hate windows, and won't get Linux :P. I like using DOS for games, for gods sake! o_O I'm just sad, aren't I?

But, hey. We can just let AGS fall into the ruthless hands of the Microsoft Monopolism of Windows. I support DOS to the end! And you can never stop me!

*hugs copy of DOS 6.0* Miiiiine...
Title: Re:AGS v2.55 Final now available for eating
Post by: a-v-o on Sun 01/06/2003 10:32:51
Quote from: AJA on Fri 30/05/2003 18:34:24Now where is that a-v-o guy... He's supposed to update the delphi plugin tutorial...
One word (uhmmm... email) and here I am. The plugin tutorial is now upated to
zip-version 109
doc-version 13
editor 1
engine 11

Title: Re:AGS v2.55 Final now available for eating
Post by: Vel on Sun 01/06/2003 10:37:40
I don't think that the DOS engine should be a major concern. If you have time, make it. Otherwise, implement more features(Or in other words, live your life)!
Title: Re:AGS v2.55 Final now available for eating
Post by: Timosity on Sun 01/06/2003 10:51:41
Quote from: Malevolent Dragon on Sun 01/06/2003 10:30:11
But, hey. We can just let AGS fall into the ruthless hands of the Microsoft Monopolism of Windows. I support DOS to the end! And you can never stop me!


MS-DOS stands for Microsoft Disc Operating System.

So just out of interest supporting DOS is still supporting Microsoft.

personally I never compile my games for dos, and I usually run the dos games in windows anyway, but I guess the newer operating systems don't support dos.

I don't have a problem with keeping the dos option, but I don't really see the point.

For die hard fans of dos, they could just use an older version of ags
Title: Re:AGS v2.55 Final now available for eating
Post by: Barcik on Sun 01/06/2003 11:38:57
Wonderful!
Title: Re:AGS v2.55 Final now available for eating
Post by: Mats Berglinn on Sun 01/06/2003 16:41:29
I have tried to start a new game but the program crashes with this message: read_gui: file is corrupt.

How do you fix this?
Title: Re:AGS v2.55 Final now available for eating
Post by: Pumaman on Sun 01/06/2003 16:53:31
Sounds like either the template you are using is corrupt, or you are running an old editor version somehow.

Try downloading AGS again, and start a new game from there.

Also just check your disk isn't full.
Title: Re:AGS v2.55 Final now available for eating
Post by: Mats Berglinn on Sun 01/06/2003 17:35:07
I did install it in a new folder so now it worked. The mistake I did was open them directly and extracted over the old files. Now it works. Thanks CJ. And also Jimi even if didn't adviced me here but in a MSN chat.  ;)
Title: Re:AGS v2.55 Final now available for eating
Post by: Gilbert on Mon 02/06/2003 03:16:05
Quote from: CJ on Fri 30/05/2003 18:10:33
NOTE: The DOS engine is no longer included in the download. My DOS compiler has gone tits-up and I don't seem to be able to compile it any more.
Were any of you actually using it anyway? If so, I can look into getting the compiler working again and bring it back - otherwise I won't bother.

Yes... :(

As I'll only test my games thoroughly with the DOS engine, I only want them to be guaranteed to be perfect with DOS, and I don't really care about the windows one.
I think I'll need to stick to V2.54 from now on, no problem though, as I think everything I need are in V2.54 already.
Title: Re:AGS v2.55 Final now available for eating
Post by: Jimi on Mon 02/06/2003 20:27:03
Where did the "custom" inventory GUI go?
Title: Re:AGS v2.55 Final now available for eating
Post by: Privateer Puddin' on Mon 02/06/2003 20:29:44
Jimi: redownload, this is the final fixed one, i noticed it too :)
Title: Re:AGS v2.55 Final now available for eating
Post by: TerranRich on Tue 03/06/2003 05:23:09
MIRRORED:

http://www.harbinger-software.com/ags/ags_255.zip

Please add to whatever list there is! :P
Title: Re:AGS v2.55 Final now available for eating
Post by: juncmodule on Thu 05/06/2003 20:39:40
EDIT: Crap, nevermind. I updated to 2.55.560.0 and it went away. Still...that wasn't part of the walkbehind bug was it? eh.

This MIGHT be a bug. I say might because it involves leaving AGS. Whenever I right click and copy to clipboard in the sprite manager and paste into a paint program it takes a few clicks to register. At first I thought it was just random, but then I realized it just happened every time. One click, doesn't work, second click does. Very strange. It very well could be my mouse, OS, clipboard, or Photoshop. Perhaps someone else could try to duplicate the error on another machine.

later,
-junc
Title: Re:AGS v2.55 Final now available for eating
Post by: Fuzzpilz on Thu 05/06/2003 21:13:31
http://konterbande.org/ags_255.zip (http://konterbande.org/ags_255.zip)

moip
Title: Re:AGS v2.55 Final now available for eating
Post by: Pumaman on Fri 06/06/2003 16:12:14
Thanks for putting up the mirrors, guys :)

It's now uploaded to the website so your mirrors should be listed there.

Title: Re:AGS v2.55 Final now available for eating
Post by: on Fri 06/06/2003 19:25:08
THANX CHRIS."PANDORA DIRECTIVE & COUNTDOWN" designer!!!
 
Title: Re:AGS v2.55 Final now available for eating
Post by: Scummbuddy on Fri 06/06/2003 20:38:17
My new favorite part of the manual.

QuoteOnce you set this option, you should see a preview of the character walking around in the top part of the screen.

We haven't had this feature in quite awhile, unless I've been missing out on an animation preview window....

You can check for yourself by going to index, then in the search field, do "characters" then its on that page under the view editor definitions.

Yeah, I know what you are thinking... Major Bug... just trying to help.
Title: Re:AGS v2.55 Final now available for eating
Post by: Scorpiorus on Sat 07/06/2003 00:18:11
Have downloaded the final.

Great work, CJ! High thanks! :)

-Cheers
Title: Re:AGS v2.55 Final now available for eating
Post by: on Sat 07/06/2003 03:56:06
Somebody can help me to find an older version for AGS, for having my games in DOS version?

Thanks.
Title: Re:AGS v2.55 Final now available for eating
Post by: on Sat 07/06/2003 10:35:50
I was still using the Dos engine because it was theonly way my mouse
would work, so I would be very happy if the Dos mode could be implemented in 2.55
(or if there is a way to fix my mouse problem in the window's mode)
Title: Re:AGS v2.55 Final now available for eating
Post by: evilspacefart on Sat 07/06/2003 11:46:37
Well, if you must, I have the old version (254) on my downloads page.

http://www.geocities.com/evilspacefart/downloads.html (http://www.geocities.com/evilspacefart/downloads.html)

I think that version was able to produce a dos exe file, but doesn't have all the goodness in the 255.
Title: Re:AGS v2.55 Final now available for eating
Post by: TerranRich on Sat 07/06/2003 16:04:11
Quote from: MEHRDAD on Fri 06/06/2003 19:25:08
THANX CHRIS."PANDORA DIRECTIVE & COUNTDOWN" designer!!!
 

Tell me you're joking and you realize they're two different Chris Joneses :P
Title: Re:AGS v2.55 Final now available for eating
Post by: Synthetique on Sat 07/06/2003 16:09:20
implement nude girls in the next version.
Title: Re:AGS v2.55 Final now available for eating
Post by: Pumaman on Sat 07/06/2003 22:17:34
Alright, I think I've managed to get the DOS compiler working again, but I can't test it since DOS apps don't work on my computer.

Can someone test this:
http://www.agsforums.com/acdos.zip

and see whether it works or not. It is the latest 2.55 build.
Title: Re:AGS v2.55 Final now available for eating
Post by: Rui 'Trovatore' Pires on Sat 07/06/2003 22:28:47
Yep. Works jes' fine 'n' dandy. Thanx pardner.
Title: Re:AGS v2.55 Final now available for eating
Post by: on Sun 08/06/2003 19:39:46
Quote from: terranRICH on Sat 07/06/2003 16:04:11
Quote from: MEHRDAD on Fri 06/06/2003 19:25:08
THANX CHRIS."PANDORA DIRECTIVE & COUNTDOWN" designer!!!
 

Tell me you're joking and you realize they're two different Chris Joneses :P
i dont know.i think that its same CHRIS JONES.excuse me .I LOVE ADVENTURE GAME AND LOVE AGS.AGS is great engine.I have make a GREAT GAME with AGS.
Title: Re:AGS v2.55 Final now available for eating
Post by: Gilbert on Mon 09/06/2003 04:21:29
Quote from: CJ on Sat 07/06/2003 22:17:34
Alright, I think I've managed to get the DOS compiler working again, but I can't test it since DOS apps don't work on my computer.

Can someone test this:
http://www.agsforums.com/acdos.zip

and see whether it works or not. It is the latest 2.55 build.

/me dances with joy \o/
Title: Re:AGS v2.55 Final now available for eating
Post by: Scorpiorus on Mon 09/06/2003 17:41:47
Wow, I wrote a function name and have seen... parameters' list! Special thanks for that feature, Chris! :D
Title: Re:AGS v2.55 Final now available for eating
Post by: Ben on Mon 09/06/2003 21:35:39
Holy shit. I didn't notice that parameters list until now, but now that I've seen it I want to make out with it :D
Title: Re:AGS v2.55 Final now available for eating
Post by: Scorpiorus on Tue 10/06/2003 12:00:47
If you declare a type at the end of the script and do not specify identifier then on compiling seems like AGS tries to find it.. then it reaches the end-of-file and "We are sorry..." error occures.

There is no big need to declare vars at the end of the script but I wrote function keyword which the same as int and forgot to declare the function itself:

function on_event() {
}

function

//end of script


The error is not in 2.55 only as I tried 2.53 and it was there too.

-Cheers
Title: Re:AGS v2.55 Final now available for eating
Post by: Pumaman on Tue 10/06/2003 22:11:42
Ah, thanks for spotting that, I'll look into it.
Title: Re:AGS v2.55 Final now available for eating
Post by: on Wed 11/06/2003 15:49:08
AGS has come far scince it's initial DOS release. With every new release it gets better and better.

One of the best things are the frequent updates, I think no other adventure creating tool has so much to offer and updated this frequently.

Cheers
Title: Re:AGS v2.55 Final now available for eating
Post by: juncmodule on Thu 12/06/2003 21:52:05
Okay, two things:

1. On the auto-complete/parameters list if you are doing dialogs and you type "stop" and press enter it "auto completes" another function for you. Is there a way to add stop to the autocomplete while inside of the dialog editor, or just have it auto complete dialog commands?

2. I have a set of GUI's that work fine in one game but, when I import them to a different game and click on GUI 3 in the editor it gives me this error EVERY TIME:

Exception 0x0C0000005 at EIP=0x00466691, AGSE v2.55.359

When I run the game the GUI displays and functions just fine. I did notice one possible cause: My slider image didn't import with it. Is there a bug with this?

EDIT: I removed the graphic from both sliders and the GUI worked fine.

One more question/comment: I was unable to find anything in the help file about how to use the new "GUI name". I figured this out after some trial and error...

later,
-junc
Title: Re:AGS v2.55 Final now available for eating
Post by: 2ma2 on Fri 13/06/2003 02:26:53
Marvelous. I'ts amazeing how much you've missed by just being more or less vagrant for a couple of months. Breathtaking. Do you ever get bored by all the praise.

Also, I use the dos-compile, although I'm not sure I actually need it. If it's a big hazzle to get it running, don't bother. :)
Title: Re:AGS v2.55 Final now available for eating
Post by: Privateer Puddin' on Fri 13/06/2003 07:13:18
2ma2, there was a fixed dos exe on page 3 i think ;)
Title: Re:AGS v2.55 Final now available for eating
Post by: Gilbert on Fri 13/06/2003 08:13:38
BTW, CJ, I have some question about the DOS engine.
I'd just tried it recently (actually I stuffed it onto BOS4 yesterday night and the game ran flawlessly \o/), and find out that none of the more recent options is configurable by the "--setup" parameter, some examples are AA, game languages, and sprite cache, etc.

So was it because these features weren't included in the DOS engine, or you just need to edit the .CFG file manually?

Spoiler

Though actually I know the real reason, is that the DOS setup programme wasn't updated for milleniums, which was shown obviously from the text on the upper left hand side of it ;).
I'm not asking you to update it, as I know that it's not on your priority, and I'm content as long as I can make DOS games (though it WOULD be nice if you really update it). Maybe you can post somewhere (KB, etc.) about the options and formats used in the config files, so interested people may make 3rd party DOS setup programmes to write to it (not me, I don't have the time and skill for it at the moment).
Just a suggestion
[/hint]

[close]
Title: Re:AGS v2.55 Final now available for eating
Post by: on Fri 13/06/2003 12:37:26
Gilbert - you can copy the acsetup.cfg file produced by the Windows engine.
I remember the time when we had to do this in the opposite way for testing the windows engine. Funny, isn`t it?  :)
Title: Re:AGS v2.55 Final now available for eating
Post by: Pumaman on Fri 13/06/2003 13:51:09
Quote from: juncmodule on Thu 12/06/2003 21:52:05
1. On the auto-complete/parameters list if you are doing dialogs and you type "stop" and press enter it "auto completes" another function for you. Is there a way to add stop to the autocomplete while inside of the dialog editor, or just have it auto complete dialog commands?

Hehe erm oops, good point, I'll do that :)

Quote
2. I have a set of GUI's that work fine in one game but, when I import them to a different game and click on GUI 3 in the editor it gives me this error EVERY TIME:

Exception 0x0C0000005 at EIP=0x00466691, AGSE v2.55.359

When I run the game the GUI displays and functions just fine. I did notice one possible cause: My slider image didn't import with it. Is there a bug with this?

Well spotted, quite right, if you have a slider image the import doesn't work - I'll get it fixed.

Quote
One more question/comment: I was unable to find anything in the help file about how to use the new "GUI name". I figured this out after some trial and error...

Hmm good point, I'll add a bit to the manual.
In case anyone's not sure, you use them just like character names, for example if I have a "ICONBAR" GUI, I could do

if (interface == ICONBAR) {
}

and so forth.


Gilbert: indeed, it's just that it hasn't been updated for ages. The DOS engine still supports all the options, but you have to either set it manually, or do as Erica says and copy the CFG file created by the Win Setup program.

Here's a KB article on the file options: http://www.agsforums.com/kbview.php?id=63
Title: Re:AGS v2.55 Final now available for eating
Post by: Gilbert on Mon 16/06/2003 09:46:12
Heh yep I know about it Erica, but that wont be possible if you are running in REAL pure DOS like me. ;)

(Unless that DOSLFN tool which was made with Chris something or whoever works with acwin.exe. ;D )