AGS 2.6 Final - it's that time of year

Started by Pumaman, Sat 11/10/2003 23:46:21

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Robert Eric

#180
Actually, Chris, I'm trying to figure out a way to have one font in the top bar, and another different font in the display box.  How would I accomplish that?
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Pumaman

Hmm good point that's not possible, I'll see about adding it.

RickJ

#182
CJ: I'm running full screen when this happens.  Here is an example that that will mess up if you modify the Test Output  options in the game settings.  Just check/uncheck them all, test the game, and then move the character.    The pallette should go wacky.  Try it a couple of times until you learn how to make it happen.  After that you can make it happen everytime you want to.  

Making changes seems to make this happen.  Previously it happened when I imported a background.  If you close the editor after making the change and then restart the problems go away.

http://www.gaia-spa.com/project/demo/NewbieNight.zip

Pumaman

Hmm, I tried various things but couldn't get the problem to happen.

Does it happen the second time if you test the game twice in a row? Does it happen if you test the game in a window rather than fullscreen? What colour depth is Windows running at?

I'm afraid I probably won't be able to fix this one. The fact that it doesn't happen if you run the game externally probably means there's some weird problem between the editor, the engine and your graphics card , but I can't think what it might be.

Also, if you right-click rather than left-clicking does it happen then? I mean, is it the act of clicking the mouse that causes the problem to occur?

RickJ

Quote
Hmm, I tried various things but couldn't get the problem to happen.
I was afraid of that !

Quote
1. Does it happen the second time if you test the game twice in a row?
2. Does it happen if you test the game in a window rather than fullscreen? 3. What colour depth is Windows running at?

1. Sometimes it happens everytime you do a test sometime it only happens the irst time after a test run.

2. I haven't been able to get it to screw up in windowed mode yet.

3. Here is my video information
OS:  WinME (arrgh!), 700Mhz HP Pavilion
Driver: Intel 82810 Graphic Controller  V4.0  w/ Direct Draw 1.0
Color: 24bit   Resolution: 1024x768
Game Resolution: 320x200 8bit

Quote
I'm afraid I probably won't be able to fix this one. The fact that it doesn't happen if you run the game externally probably means there's some weird problem between the editor, the engine and your graphics card , but I can't think what it might be.
I can understand that.  It happens frequently enough to be annoying but not so frequently that I can't use it.   I'll keep observing (as if had a choice :)) and let you know if see anything else that may be helpful in leading to a solution.

Quote
Also, if you right-click rather than left-clicking does it happen then? I mean, is it the act of clicking the mouse that causes the problem to occur?
I don't think it is related to the mouse, the mouse click causes the character to animate.  I think it's releated to the graphical operations.  Make a change to the game, test it, and when some graphical operations, such as character animation or popping up a GUI,  are performed the pallette gets trashed.  Sometimes subsequent tests continue to have the same problem and sometimes the problem disappears.  Restarting the editor seems to clearup everything everytime.

I can't think of anything else that would be helpful.   Maybe someone else will see a symptom of this problem that you can reproduce on of these days.  Might even be me :).   Thanks.



Pumaman

Hmm, the only thing I can suggest is to make sure you've got the latest version of DirectX installed, could be some weird bug with that, or the graphics card driver.

RickJ

Upgraded Direct-X to 9.?? but the previous proble remains.   I think we will just haveto chalk this up to a peculularity in my machine for the time being.  

=========================

I found a couple of minoe things when using the automatic font outline and ttf with text overlays.

1.  The left most outline is cut-off in a text overlay.  The overlay begins with the left most edge of the first character and not the left most outline edge as  expected.  

2.  I imported a ttf "HollyWeird", at 28pt size.  When using this font in a text overlay the bottom portion of  characters such as "g", "p", "y", etc are cutoff.


Pumaman

I'll look into it. Could you upload that "HollyWierd" font please?

RickJ

#188
Thanks Chris.  You can get the font from here...

HollyWeird.zip

Spyros

I had the same problem

but it's fixed in the laters version

Scorpiorus

#190
Seems like the screen isn't refreshed when I click two times on some inventory item in the built-in inv dialog window and close it then.



hmm, one more probably. Displaying a value returned by an imported function crashes the engine: a little test game (2.6RC3a). I call imported func() from the room script. Something like a stack corruption?

~Cheers

Finer

Here are three anomalies:

During play, a GUI button's "Mouseover" and "Pushed" images are not displayed or used, when it does not have a Image sprite and no text (so it's transparent). The button still works, in my case it's an inventory scroll button.

When a character walks in a near vertical direction, it still uses the left and right walk animations. Walk animations could be evenly distributed around the 360degree walking angles. So, directions from NW to NE would use the Up walk anim. From NE to SE, the Right walk anim. From SE to SW, Down walk anim. And from SW to NW, Left walk anim. Though, I can see a reason for the current behaviour, for example when walking up or down a flight of stairs.

Import rectangle dimensions are multiplied the moment I select another file to import from. Dimensions are multiplied by the amount of zoom I had use previously. Eg: I import a 10x10 sprite while working at zoom x4. Next, I select another graphic file, zoom goes back to x1 and the import rectangle is now 40x40.

ZZjZmoz

#192
I can't get 2.6 RC3a to test any games. It says that it requires a .dat file, but I can't find one. What's going on? Shouldn't it be asking for .dta or something?

Released Late August 2007

MrColossal

I might as well put this here:

This has happened for a long time but I can't get it to duplicate on command and I don't recall it ever being mentioned so sorry if it has. Sometimes I'll set up an interaction for an object or for repeatedly execute or something and then I'll save the game and test it and the interaction won't work. So I'll go back into ags to fiddle and see what I did wrong and when I go to the interactions window to click on my run script it won't be there. So I click on edit room script and it's in there but AGS doesn't see it.

This happened when making Spellbound on a region:

function region1_a() {
 // script for region1: Player walks onto region
 
 MoveCharacterBlocking(EGO, 164, 235, 0);
 MoveCharacterBlocking(EGO, 164, 335, 1);
 NewRoom(4);
 
}

function region1_b() {
 // script for region1: Player walks onto region

 MoveCharacterBlocking(EGO, 164, 235, 0);
 MoveCharacterBlocking(EGO, 164, 335, 1);
 NewRoom(4);

 //new
}

the second one labeled new is the one AGS can see
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Rui 'Trovatore' Pires

I just want to say what has happened to Mr.Colossal has also happened to me, on occasion. I never reported it because I could never replicate it. And if it matters, it also happened with AJA's Scripteditor.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: RickJ on Tue 02/12/2003 01:39:44
1.  The left most outline is cut-off in a text overlay.  The overlay begins with the left most edge of the first character and not the left most outline edge as  expected.

Ah thanks for spotting that, I'll get it fixed.

Quote
2.  I imported a ttf "HollyWeird", at 28pt size.  When using this font in a text overlay the bottom portion of  characters such as "g", "p", "y", etc are cutoff.

Hmm yes, I can see the problem. It's strange, the TTF library that AGS uses seems to be mis-reporting the height of the font, and therefore AGS is mis-calculating the size of the text area. I'll have to look into this further.

QuoteSeems like the screen isn't refreshed when I click two times on some inventory item in the built-in inv dialog window and close it then.

Well spotted, I'll get it fixed.

Quote
hmm, one more probably. Displaying a value returned by an imported function crashes the engine: a little test game (2.6RC3a). I call imported func() from the room script. Something like a stack corruption?

eeek nasty, very well found. It's a stack problem if you call nested imported functions (which both Display and func are in this case), I'll get it fixed.

QuoteDuring play, a GUI button's "Mouseover" and "Pushed" images are not displayed or used, when it does not have a Image sprite and no text (so it's transparent). The button still works, in my case it's an inventory scroll button.

This is by design. If you want a transparent normal image, import a new totally transparent sprite, and use that.

QuoteWhen a character walks in a near vertical direction, it still uses the left and right walk animations. Walk animations could be evenly distributed around the 360degree walking angles.

This is how it currently works, the up/down loops are used if the walking angle is within 45 degrees of the vertical. However, at slow walking speeds this can get distorted so the left/right loops are used more than perhaps they should be.

QuoteImport rectangle dimensions are multiplied the moment I select another file to import from. Dimensions are multiplied by the amount of zoom I had use previously. Eg: I import a 10x10 sprite while working at zoom x4. Next, I select another graphic file, zoom goes back to x1 and the import rectangle is now 40x40.

Hmm good point, I'll get it fixed.

QuoteI can't get 2.6 RC3a to test any games. It says that it requires a .dat file, but I can't find one. What's going on? Shouldn't it be asking for .dta or something?

Rather than using the Test feature, save the game and then run the executable from the Compiled folder. The Test feature doesn't seem to work for everybody for some reason.

QuoteThis has happened for a long time but I can't get it to duplicate on command and I don't recall it ever being mentioned so sorry if it has. Sometimes I'll set up an interaction for an object or for repeatedly execute or something and then I'll save the game and test it and the interaction won't work.

Hmm, how bizarre. Did you create the region1_b manually or did AGS create that later on?

MrColossal

i had to go into the editor and create another runscript instance and then just copy and pasted everything over

i'm wondering if a series of stray { }'s could make AGS think that the function was part of another function?

not that there are any in my script that is but who knows, maybe i edited them out and ags continued freaking out anyway
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

ZZjZmoz


Released Late August 2007

Pumaman

MrColossal: is it possible you changed the interaction type at some point? If you open up a Run Script interaction and change it to something else (eg. Display Message), it will dis-associate the script function from the interaction.

If you then switch it back to Run Script, it will be assigned a new name.

Is it possible that's what happened?

ZZjZmoz

It still doesn't work. I tried running the .exe file, and it still didn't work.

Released Late August 2007

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