AGS 3.1.0 Final - World's Heaviest Bridegroom Edition

Started by Pumaman, Sat 05/07/2008 23:21:19

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visionastral

About geting bad scaling values, I think this could be the reason I'm having wrong values, I'll have to check, but I'm pretty sure it might be that after thinking of it. Thank you!
About the "resolution" property of the sprites, once again you're right, it's the easiest method to do so thank you!
I have an inherent tendency to make things complicated and use to forget simple solutions  ;)
Thank you for reminding me to check ten times before starting to code complicated things xD

TheMagician

Bug Report:

with beta6 I change a new game to 640x480 resolution.
I then import a room background of 1000x1000 pixels.

1) Importing a walkable area mask of 1000x1000 pixels results in streched walkable areas (looks like the mask is imported with half of the resolution).

2a) Importing a walkbehind area mask of 1000x1000 pixels gives an error:
"Mask can't be imported: File size: 1000x1000, Background Size: 2000x2000".

2b) Importing a walkbehind area mask of 2000x2000 pixels results in streched walkbehind areas (looks like the mask is imported with half of the resolution).

Shane 'ProgZmax' Stevens

I actually received this report from someone outside the forums and have replicated it so I'm posting it here with reference images.  D3D mode does not appear to stretch uniformly when in fullscreen mode, and the results are pretty horrible:

Note that the left side of the screen is suffering from random under and over-stretching, while the right text is normal.


Here is the same image in ddraw fullscreen (with and without filters) for comparison.



Here you can clearly see the left side of the mouse cursor has been stretched an extra two pixels and the rectangular port item on the hull has been shifted up one pixel, revealing what is underneath.




Here is the same image in ddraw fullscreen (again with/without filters) for comparison.



This uneven stretching effect creates some strange things, like shifting the screen itself left a pixel or two.

Hopefully this can be fixed.

Pumaman

Quote1) Importing a walkable area mask of 1000x1000 pixels results in streched walkable areas (looks like the mask is imported with half of the resolution).

2a) Importing a walkbehind area mask of 1000x1000 pixels gives an error:
"Mask can't be imported: File size: 1000x1000, Background Size: 2000x2000".

2b) Importing a walkbehind area mask of 2000x2000 pixels results in streched walkbehind areas (looks like the mask is imported with half of the resolution).

Thanks for the bug report, it should be fixed in beta 7.

QuoteI actually received this report from someone outside the forums and have replicated it so I'm posting it here with reference images.  D3D mode does not appear to stretch uniformly when in fullscreen mode, and the results are pretty horrible:

Hmm, this looks like the same problem someone else reported earlier in the thread. I haven't been able to reproduce it myself, which leads me to believe it might be some sort of graphics-card-specific problem.

Would you be able to upload a game where this happens so that I can double-check on my system?


Anyway, beta 7 is now up. It fixes a few things and adds a few other things.

Dusk

Something bad happens with baselines - building an AGS 3.0 game with the latest beta, I'm seeing some objects that should be behind the character but are in front of it.

I suppose this is related to the hi-res change, but in the room editor baselines appear correctly doubled...  ???

Do you need other info?

RickJ

Quote
* Fixed error trying to save a game to a network share
There still remains the same problem when creating a new game, or compiling, running, building a game that exists on a network share.  Everything in the Build menu does the same.  Save game now works fine so if the same could be done for these other commands/functions that would be super!  Thanks ;)

Laukku

Quote* Added String.Replace
Yay! Good work, this will be useful!  ;D
You are standing in an open field west of a white house, with a boarded front door.
>WIN GAME
Congratulations! You just won! You got 0 out of 500 points.

Dualnames

I checked what came and got out, and if it matters, new version owns. Good job CJ.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

RickJ

GameAbort() Couple of minor observations

1.  The manual seems to describe an earlier version of game abort.  It's a minor issue but I thought you would like to know anyway.   

2.  It's pretty slick how it now opens the editor on the line where AbortGame() is executed.   This is perfect when executed in a Room or Global script.  It would also be useful if AbortGame had an option to open the script where the call is made to the function containing the AbortGame statement.  A module designer could use this option to call attention to incorrect usage in the module's users room and/global scripts rather than to the module code that detected the problem.   It's perhaps something to think about though... 

Spyros

Greetings to all!!!!
There has been many years since my last visit and I'm glad that I see AGS is still alive.
I'm getting the latest release just out of curiosity to see all the new Chris' improvements.

Gilbert

Who the **** are you?







Just kidding! := Nice to see you back! How's life?

It's been a very long time and AGS has gone through a long way in its development.

What will be next? the revival of some clan called GAGS?

Spyros

Life is difficult
I prefer the college years  ;D

No revival possible but I may try some 1 room AGS games (Do the community still make 1 room funny games?)

TheMagician

#112
The default game template that comes with beta 7 gives me two warnings:

"This game contains data from a plugin or component which you do not have installed"

It asks for "AudioManager" and "SampleComponent".

_____

Also a small question regarding scrolling in the script panel. My mouse (Logitech MX 1000) features two so called "Cruise Control" buttons directly above and beneath the scroll wheel.

They allow to scroll through long documents or webpages faster. Unfortunately they don't work in AGS. However, I undestand this is really not an important request.

Dualnames

That's someone I'd never guessed to see back again here. Wb. Never met you when you were here, but anyways. Kalos irthes.(greek greeting).
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Pumaman

Quote from: ProgZmax on Sat 30/08/2008 13:14:58
I actually received this report from someone outside the forums and have replicated it so I'm posting it here with reference images.  D3D mode does not appear to stretch uniformly when in fullscreen mode, and the results are pretty horrible:

Thanks for posting the game. I have managed to reproduce the problem, and unfortunately it seems to be the standard Direct3D scaling algorithm. If AGS tries to run the game at double-size (because the player's PC doesn't support 320x200) then D3D's stretching does this very annoying effect.

The only way I seem to be able to stop it doing this is to enable full-screen anti-aliasing, but obviously that then gives an effect that a lot of people wouldn't want being applied to their pixel art.
Unfortunately this seems to scupper any possibility of running D3D games at higher resolutions, which leaves us in the rather awkward position where a 320x200 game could basically be unplayable full-screen on 99% of PCs...

QuoteSomething bad happens with baselines - building an AGS 3.0 game with the latest beta, I'm seeing some objects that should be behind the character but are in front of it.

Can you be more specific, or post an example of the problem?

QuoteThere still remains the same problem when creating a new game, or compiling, running, building a game that exists on a network share.  Everything in the Build menu does the same.  Save game now works fine so if the same could be done for these other commands/functions that would be super!

Well, it's a different problem. Saving the game to a network share was completely broken in Windows let alone other operating systems.

The problem you're reporting seems to be specific to running under WINE, and the only way for me to get around it seems to be to basically ignore any errors that occur when getting a directory listing. This isn't something I want to do, because potentially important errors could end up getting ignored as a result.

Quote1.  The manual seems to describe an earlier version of game abort.  It's a minor issue but I thought you would like to know anyway.   

What do you mean? It seems ok to me.

Quote2.  It's pretty slick how it now opens the editor on the line where AbortGame() is executed.   This is perfect when executed in a Room or Global script.  It would also be useful if AbortGame had an option to open the script where the call is made to the function containing the AbortGame statement.  A module designer could use this option to call attention to incorrect usage in the module's users room and/global scripts rather than to the module code that detected the problem.   It's perhaps something to think about though... 

Well, what I do want to do is add support for the editor to display the call stack and let you browse through it, which would address that. Not sure which version that might make it into, though.

QuoteGreetings to all!!!!
There has been many years since my last visit and I'm glad that I see AGS is still alive.

Spyros!! Good to see you, it has been a while!

QuoteThe default game template that comes with beta 7 gives me two warnings:
"This game contains data from a plugin or component which you do not have installed"

Hehe thanks for this, my mistake. I'll get it fixed.

QuoteAlso a small question regarding scrolling in the script panel. My mouse (Logitech MX 1000) features two so called "Cruise Control" buttons directly above and beneath the scroll wheel.

They allow to scroll through long documents or webpages faster. Unfortunately they don't work in AGS. However, I undestand this is really not an important request.

Without knowing exactly what these buttons do or how they work, it's not something I can really spend any time on unfortunately.


Dusk

Quote from: Pumaman on Fri 05/09/2008 18:05:11
QuoteSomething bad happens with baselines - building an AGS 3.0 game with the latest beta, I'm seeing some objects that should be behind the character but are in front of it.

Can you be more specific, or post an example of the problem?


Here you are an example... no changes done to the working room (left), just opened the game with the beta and compiled (right).


Pumaman

Hmm, what is the baseline of that object set to?

Would you be able to upload the game that has this problem and PM me a link to it so I can investigate?

Dusk

Quote from: Pumaman on Sat 06/09/2008 12:02:36
Hmm, what is the baseline of that object set to?

The baseline is around 110 and gets correctly doubled for hi-res coords when opening with the beta. If I remember well, I tried to adjust it of one pixel down and then back up, forcing the room to save, but it didn't work.

Quote
Would you be able to upload the game that has this problem and PM me a link to it so I can investigate?

Mmm unfortunately the SOTE source folder is... huge. If I get to remove all the rooms except the one of the screenshot, a 250 Mb spriteset remains... I should remove the unused sprites too and that is quite time consuming. If you want I can try, but maybe it's easier if I try some stuff locally first, like creating a copy of the room from scratch (same graphic, same objects with same properties) and seeing what happens, for example. Or if you have any ideas of where to look/what to try, just ask :)

Pumaman

Ahh I think I've reproduced the problem now... thanks for reporting this, I'll get it fixed.

Dusk

Quote from: Pumaman on Sat 06/09/2008 14:21:34
Ahh I think I've reproduced the problem now... thanks for reporting this, I'll get it fixed.


Great, no messing with the strip-unneeded-stuff-from-the-game for me :)
Thankyou in advance for the fix!

D.

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