AGS 3.0 Final - it's been a long road

Started by Pumaman, Sun 10/06/2007 18:24:35

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Rui 'Trovatore' Pires

I often make new projects to test out modules, plugins, templates... just sharing.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

RickJ

I think it's pretty common practice to create new games for various reasons as monkey, subspark, and rui have said.   The only thing that is in my MyDocuments directory is default crap other application installers have dumped in there.   I honestly don't understand the resistance to implementing user configurable default paths for the various AGS files/entities (i.e. games, fonts, sprites, modules, etc).   It seems to me that the number of programmers and engineers here at AGS are increasing and so likely an increased demand for this.   

monkey0506

Minor issue: You can set multiple views to have the same name. The only error generated will say "Macro XXX is already defined." from "_AutoGenerated.ash". It would probably be better to have the error say "View XXX is already defined." or best to just disallow this altogether.

@Rick's post above: I don't think that every AGS user will need or indeed even want the ability to set this. Chris isn't against making AGS more customizable, he's simply trying to focus on the more important issues, which IMO is best for the program and the community overall. This is IMO a pretty low-priority, non-essential request; but it was just that: a request. The reasoning behind it defaulting to the My Documents folder (if you had read a little more into it ;)) is that Windows Vista doesn't like programs trying to write to the Program Files folder.

Ubel

I find it a bit weird that in the Characters-category of the project tree the character-list shows the characters' script names and not their "real" names since almost every other tree item is listed by their specified name and not their script name.

VK Dan

I just tried to replace the Main background of a room with multiple backgrounds. When I tried to delete the extra backgrounds (note that this was after I had replaced the main background), it gave me this error.

QuoteError: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.0.0.20

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at draw_room_background(Void* , Int32 , Int32 , Int32 , Int32 , Int32 , Int32 , Int32 )
   at AGS.Native.NativeMethods.DrawRoomBackground(Int32 hDC, Room room, Int32 x, Int32 y, Int32 backgroundNumber, Int32 scaleFactor, RoomAreaMaskType maskType, Int32 selectedArea)
   at AGS.Editor.RoomSettingsEditor.bufferedPanel1_Paint(Object sender, PaintEventArgs e)
   at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

monkey0506

I found a bug: If you try to set a cursor's sprite to -1 it kicks up an error and replaces the image with a big red X which can only be gotten rid of by first setting a valid sprite number and then closing and re-opening the game.

Why did I set it to -1? Because clicking on "Don't use any sprite" for my wait cursor just set it to sprite 0 which is the blue cup. I didn't want to use the blue cup sprite, I wanted no sprite. :=

Also, it seems that you can't use GUI 0 as the "custom text-window GUI" because setting that value to 0 just uses the default built-in window.

Gilbert

Quote from: monkey_05_06 on Tue 08/01/2008 19:09:18
I didn't want to use the blue cup sprite, I wanted no sprite. :=

But you can just use a sprite of a transparent pixel instead.

Ishmael

Quote from: monkey_05_06 on Tue 08/01/2008 19:09:18
Why did I set it to -1? Because clicking on "Don't use any sprite" for my wait cursor just set it to sprite 0 which is the blue cup. I didn't want to use the blue cup sprite, I wanted no sprite. :=

I always use the transparent pixel trick for this.

QuoteAlso, it seems that you can't use GUI 0 as the "custom text-window GUI" because setting that value to 0 just uses the default built-in window.

This has been so for a long time, and for a many times I've spent a few minutes wondering why my custom text window is not working, and why the option kept turning itself off :P Would it be possible to for example make -1 the default one?
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

monkey0506

Quote from: Gilbot V7000a on Wed 09/01/2008 01:04:11
Quote from: monkey_05_06 on Tue 08/01/2008 19:09:18
I didn't want to use the blue cup sprite, I wanted no sprite. :=

But you can just use a sprite of a transparent pixel instead.

That's what I ended up doing of course. ;)

Ghost

Quote from: Pumaman on Mon 07/01/2008 22:20:47

QuoteUpdating the hotspot boxes now works; however, I can now give any possible script name to a hotspot? 2.72 always took care to add the prefix "h", now I can enter anything as long as it doesn't contain spaces...

Yes, you can use any name you want. It's still recommended to use the "hHotspotName" convention but you don't have to if you don't want to.
Fair enough  :)

Quote from: Pumaman on Mon 07/01/2008 22:20:47

QuoteA strange one: Using the empty game template does, when renaming Inventory item 2, create the following message:

Error: Unable to create local script; Runtime error: unresolved import 'iInvItem2'

Do you have a room script that's referencing iInvItem2? Try a Rebuild All to find out.
Ah, yes. Another report that was, actually, my fault- apologies.


Ubel

Quote from: Ishmael on Wed 09/01/2008 01:26:40
QuoteAlso, it seems that you can't use GUI 0 as the "custom text-window GUI" because setting that value to 0 just uses the default built-in window.

This has been so for a long time, and for a many times I've spent a few minutes wondering why my custom text window is not working, and why the option kept turning itself off :P Would it be possible to for example make -1 the default one?

In my opinion, a more reasonable solution would be that no custom GUI has the ID of 0 and instead 1 would be the first ID in the GUI list.

monkey0506

#851
There's possibly a very serious bug if you delete inventory items. It seems that although it shows the IDs for any items listed after the deleted item being updated, it doesn't always update them internally. If you'd like I can upload the CrashInfo.dmp file and/or possibly the game projects (working with the Demo Quest project, using multiple (two) projects).

I was ONLY accessing the inventory items via their script o-names.

There isn't any apparent relevance between running the game from the OS or using RunAGSGame; most of the errors persist either way.

Crash instances:

  • Referencing InventoryItem.ID from a room script using the o-name of an item
  • Referencing Game.InventoryItemCount from game_start
  • Using an inventory item (clicking on it in eModeInteract)
  • Looking at an inventory item (clicking on it in eModeLookat)
  • Referencing InventoryItem.ID from the global script using the o-name of an item

I also tried adding blank items back in place of the items I removed which seemed to clear up some of the errors, but most remained.

The error doesn't seem to bear any relevance to where the items may have previously been at in the item list as I thought. The errors seem almost random now. For example, adding the blank items back as placeholders cleared up the interact-mode issue, while the look at-mode issue remains.

I'm actively updating this post while I test out other things to try and provide as much information about the problem as possible. Please forgive me if any part of my post is confusing. I will try to clarify anything as needed.

Sparkplug.Creations

I hope this is the right place to mention this.

I'm working with larger than normal character sprites 591 tall by 351 wide (temp size for testing purposes) and when I go to preview the animations, the preview window is not able to show the whole view at once. Here's a picture of what I'm seeing:

http://sparkplugcreations.org/temp/AGS_char_preview.jpg

The sprites are of the characters mouth moving as a test, but eventually I'd like to use animations that are much more detailed and elaborate, using full body motion.

Is it possible to allow one to resize the preview window or use a pop-up window that can be resized? Thanks!
Reid Kimball - Game Designer
__________________________________
Sparkplug Creations - Play for a Change!
http://sparkplugcreations.org/

thebaddie

I got this error message when the game try to play a sound:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0043E03D ; program pointer is +1501, ACI version 3.00.966, gtags (1,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in "room2.asc", line 24


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

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)
---------------------------
OK   
---------------------------

the function is:
19 function oObject0_Look()
20 {
21 character[1].Walk(258, 227, eBlock);
22 character[1].FaceLocation(295, 211);
23 PlaySound(0);
24 DisplayMessage(0);
25 }

if I delete line 23 nothing change

Galen


thebaddie


Shane 'ProgZmax' Stevens

#856
thebaddie - if that function can run for every room you will need to create a message 0 in every single room or you will get an error when trying to use it in a room without that message number defined.  You can find the area to add display messages in rooms in the properties sidebar under 'messages'.  If you are still getting an error make sure that you have a sound0 file in the sounds folder.  Also, make sure character[1] is actually IN the room where you are doing this.  character[1] probably isn't your main character, so you should probably do an if(character[1].Room == player.Room) test before you move him around unless this function occurs only in one room and character[1] is always in that room.

thebaddie

#857
Quote from: ProgZmax on Sat 12/01/2008 14:35:32
thebaddie - if that function can run for every room you will need to create a message 0 in every single room or you will get an error when trying to use it in a room without that message number defined.  You can find the area to add display messages in rooms in the properties sidebar under 'messages'.  If you are still getting an error make sure that you have a sound0 file in the sounds folder.  Also, make sure character[1] is actually IN the room where you are doing this.  character[1] probably isn't your main character, so you should probably do an if(character[1].Room == player.Room) test before you move him around unless this function occurs only in one room and character[1] is always in that room.


room has a 0 message
sound folder has SOUND0.wav
character[1] is in room and he is the main char

every message in the room run correctly, the 2 message with sound crashes the game

maybe cause i imported the game from the 2.72 ver?

EDIT:
a screenshot:

1: cMarco is the main player
2: message 0
3: the object

Monsieur OUXX

BUG FOUND IN changeRoom FOR RC4

I might have found a bug in the function "changeRoom" from AGS 3.0 RC4. KhrisMUC says it works fine with AGS 2.72

When you set the automatic rooms transitions to "fades" and then put a "changeRoom" in interaction "player stands on hotspot" or "player stands on region", then the following thing happens :
- player first teleports to the coordinates passed as parameters to "changeRoom"
- THEN the automatic fadeOut/fadeIn occurs

It behaves exactly as it used to behave when end-users misused functions changeRoom/fadeIn/fadeOut and then complained that they occured in the wrong order.
 

Rui 'Trovatore' Pires

Seems to be a BUG here, too -

If I open AGSeditor.exe, it'll recognize the audio plugin, which is located in the AGS folder, the same one where AGSEditor.exe is located. No problems there.

But if I open an *.agf file, I get the following error:

---------------------------
Adventure Game Studio
---------------------------
There was an error loading plugin 'ags.plugin.audiomanager.dll'.



System.IO.FileNotFoundException: O sistema não conseguiu localizar o ficheiro especificado. (Exception from HRESULT: 0x80070002)

   at System.Reflection.Assembly.nLoadFile(String path, Evidence evidence)

   at System.Reflection.Assembly.LoadFile(String path)

   at AGS.Editor.EditorPlugin..ctor(String fileName, AGSEditorController pluginEditorController)

   at AGS.Editor.Components.PluginsComponent.LoadEditorPluginIntoMemory(String fileName)
---------------------------
OK   
---------------------------

So basically, when opening from the *.agf file, it seems not to find the plugins located at the main folder.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

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