Author Topic: AGS 3.5.0 - Patch 1 -- latest official version  (Read 1393 times)

Cassiebsg

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #20 on: 19 Jan 2020, 20:49 »
Can it be the usual anti-virus protection shutting down the game? Avast is notorious for hating AGS games.  :(
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Snarky

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #21 on: 19 Jan 2020, 20:58 »
Has it already been reported or discussed that the .chm help file (what you get when pressing F1) no longer lists the entries for the various API classes under Scripting in the Table of Contents? They're only available through a separate "Scripting API" page, and there's no listing: you have to scroll through the whole documentation for each class to find the function/property you're looking for, and there's absolutely no way to see the APIs for different classes at the same time.

I use this reference constantly (as I'm sure most who code in AGS do), and have relied on being able to quickly navigate, glance through and rapidly examine multiple functions in different classes (quickly enough that I can have several of them in working memory at the same time), so to me this change is a pretty big deal that seriously degrades my workflow.

Crimson Wizard

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #22 on: 19 Jan 2020, 21:13 »
Has it already been reported or discussed that the .chm help file (what you get when pressing F1) no longer lists the entries for the various API classes under Scripting in the Table of Contents? They're only available through a separate "Scripting API" page, and there's no listing: you have to scroll through the whole documentation for each class to find the function/property you're looking for, and there's absolutely no way to see the APIs for different classes at the same time.

I use this reference constantly (as I'm sure most who code in AGS do), and have relied on being able to quickly navigate, glance through and rapidly examine multiple functions in different classes (quickly enough that I can have several of them in working memory at the same time), so to me this change is a pretty big deal that seriously degrades my workflow.

There's a number of things that changed since we moved to different help source format, and some were not fixed yet, others are a matter of discussion and remain under question.

For example, I was asking to return index entries for separate function/property names, e.g. "Walk", "Move", "Font property". In the old manual, there were index entries both with type name prefixed, like "Character.Walk", and without it, just "Walk"; also in case of shared function names - "Move (character)", "Move (object)" and so on. I found it simplier to search for the name of the function in the index's input box to get there faster, but now one has to search for full Type.Function entry, or type full function name, with type prefix, in the input field.

Morganw, on other hand, argues that these shorter names clobbered the index and made it harder to read. So, I don't know, if my way of using index was only my subjective way of using it.

I guess we may need to gather some kind of a style guidelines for the manual again, define how to organize it correctly.

If you have any suggestions, here's the separate tracker for the manual issues: https://github.com/adventuregamestudio/ags-manual/issues
« Last Edit: 19 Jan 2020, 21:15 by Crimson Wizard »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #23 on: 19 Jan 2020, 23:25 »
The audio substitution, was it done in which specific version  of the editor?

Crimson Wizard

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #24 on: 19 Jan 2020, 23:45 »
The audio substitution, was it done in which specific version  of the editor?

What is audio substitution?

Crimson Wizard

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #25 on: 19 Jan 2020, 23:48 »
Would it be possible to test your compiled game somehow?

Sure, I'll upload it to Dropbox and PM you the link.


I can confirm that the game crashes, and there's also a standard Windows "Program stopped responding" message appearing.

UPDATE: There's some serious memory issue in the engine, this needs additional research, but I can tell it is somehow relevant to dynamic objects, and happens when game is saved (probably a restore point made at startup).

I can also mention, that the game data in the Compiled/Windows folder seem corrupted somehow, because when I try to run it under debugger (MSVS), engine reports that the room has bad format. OTOH that room opens well in the editor, and it's strange because existing exe can run. Maybe this is not a room error, but something also related to same memory bug.

UPDATE2:  It looks like script Dictionary does not calculate the size of data correctly, and can overwrite allocated buffer when saving the game.
« Last Edit: 20 Jan 2020, 00:21 by Crimson Wizard »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #26 on: 19 Jan 2020, 23:58 »
@Snarky, we used to have the table of content on per topic but somewhere someone thought it was too much given there's a table of content at the side, so we removed it.

https://adventuregamestudio.github.io/ags-manual/

Maybe the chm build could have the table of content that exists at the side (top on mobile) in the webview rendered at the top? Can you check the web version and confirm this would suffice?

@Crimson Wizard, greg reported he had errors after deleting and reimporting audio and I remembered on the previous version there was a post in the forums saying if you deleted and reimported an audio it could mess the indexes used with the audio in a View - which may not be relevant.
« Last Edit: 20 Jan 2020, 00:05 by eri0o »

Crimson Wizard

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #27 on: 20 Jan 2020, 00:28 »
@greg Alright, so this is my mistake, the script Dictionary and Set classes save incorrectly and can crash the game when saving randomly.

Here's the patched acwin.exe that you may replace yours in the Editor program folder. We will have to release an official patch for this soon.
https://www.dropbox.com/s/wxij0bx9w82q3da/acwin-3.5.0-p2--fix-dict-set.zip?dl=0

I must also mention, that there's an unnecessary file made in 2017 called "quintus.ags" in the Compiled/Windows folder, and it contains either some corrupted data or data made by a custom version of AGS. The standalone engine detected it and tried to get some rooms from there but failed, this is how I found out.


PS. Also, I recognize "greGames" splash, are you the one who made "Jessica Plunkenstain and the Dusseldorf Conspiracy"? :)
« Last Edit: 20 Jan 2020, 00:37 by Crimson Wizard »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #28 on: 20 Jan 2020, 01:55 »
Here's the patched acwin.exe that you may replace yours in the Editor program folder.

@Crimson Wizard Thank you very much for tracking down this issue and for the updated exe!  I replaced my acwin.exe and no longer get the crash.

the script Dictionary and Set classes save incorrectly and can crash the game when saving randomly.

Ah, I'm using a Dictionary as a string table with over 10k strings, so I suspect that forced memory issues that more standard usage would not.  (Incidentally, the Dictionary data structure is awesome.  With AGS 3.4, I was using an array of strings + binary search as my string table.  Switching to a Dictionary greatly reduced the size of the string table and, by extension, the time required to save.)

I must also mention, that there's an unnecessary file made in 2017 called "quintus.ags" in the Compiled/Windows folder, and it contains either some corrupted data or data made by a custom version of AGS.

Ack, thanks.  I've deleted this.

PS. Also, I recognize "greGames" splash, are you the one who made "Jessica Plunkenstain and the Dusseldorf Conspiracy"? :)

Ha, great memory!  Yep, that was my first game back in 2005.  Quintus is my follow-up, and I've been working on it for 14 years. 8-0

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #29 on: 20 Jan 2020, 06:40 »
@Snarky, we used to have the table of content on per topic but somewhere someone thought it was too much given there's a table of content at the side, so we removed it.

https://adventuregamestudio.github.io/ags-manual/

Maybe the chm build could have the table of content that exists at the side (top on mobile) in the webview rendered at the top? Can you check the web version and confirm this would suffice?

If I understand you correctly, no. To be clear, this is what I'm missing:



Key features:

-The sidebar lists all the different AGS classes (in some cases groups of functions)
-Each class can be expanded to see a concise quick-access list of its functions and properties
-Clicking on that function or property brings you directly to its manual entry
-You can expand multiple classes simultaneously, and scan through the sidebar list without affecting the manual entry in the main window

Yesterday I was working on something that involved speech functions and animation functions, and using these sidebar features (in 3.4, after realizing they were missing in 3.5) I could quickly navigate to the functions I needed, go back and forth between them rapidly, and compare the animation API for objects and characters (noting e.g. that there's an Object.StopAnimating() but no corresponding function for Character) without losing my place in the main window.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #30 on: 20 Jan 2020, 11:57 »
@Snarky, I see what you are saying and I can explain the source of the problem the best I understand, but I can't fix it - not easily. Here is a small explanation of how it works for the chm Content generation:

github.com/adventuregamestudio/ags-manual/blob/master/CONTRIBUTING.md#write-an-hhc-file

The part it is hard: Because of how the links work in Markdown format, there's no standard way to add special attributes to them, it's not trivial to derive the document structure from them - we have a web, not a tree.

As CW points, the possible solution would be to add some guidelines on how to write the documentation. We could figure something like a way to mark that a link is "primary and unique" and use this mark to give a special meaning to it in the meta yaml file and later picking it to recognize the tree structure. Of course, a better way would be a way that would not require people to read contribution guidelines for how to make links. Anyway, not sure if the explanation of the problem makes sense - I know you expect a solution...

The best I can offer right now is use of the web version with multiple tabs open. This version also has an index that is really human readable - have all entries for all things at a ctrl+f reach.
« Last Edit: 20 Jan 2020, 11:59 by eri0o »

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #31 on: 22 Jan 2020, 08:52 »
The best I can offer right now is use of the web version with multiple tabs open. This version also has an index that is really human readable - have all entries for all things at a ctrl+f reach.

To be honest, I will not be using 3.5 in its current state. This issue is a big deal to me, and along with the problem running games in Wine, it's a dealbreaker.

We could figure something like a way to mark that a link is "primary and unique" and use this mark to give a special meaning to it in the meta yaml file and later picking it to recognize the tree structure. Of course, a better way would be a way that would not require people to read contribution guidelines for how to make links. Anyway, not sure if the explanation of the problem makes sense - I know you expect a solution...

I don't quite follow as I don't really know all the ins and outs of how you edit and generate the help file (not sure where in the process the yaml file comes in, for example), but… this sounds like a solution? If each entry in the scripting API is formatted a particular way, it doesn't seem that high a bar for people to follow the same format when they add something to it, which will probably be pretty rare anyway.

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #32 on: 22 Jan 2020, 19:13 »
To be honest, I will not be using 3.5 in its current state. This issue is a big deal to me, and along with the problem running games in Wine, it's a dealbreaker.

Was the problem on Wine fixed with the version based on Allegro 4.4.2, or there was something else?

Is it related to any version of Wine or particular ones?

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #33 on: 23 Jan 2020, 13:12 »
The same problem is seen in multiple versions of Wine.

It seemed to work with the alternate Allegro build, but that didn't have the latest patch, did it? And I'm not entirely comfortable relying on unofficial builds. In any case, it doesn't solve the manual issue.

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #34 on: 23 Jan 2020, 15:04 »
It seemed to work with the alternate Allegro build, but that didn't have the latest patch, did it? And I'm not entirely comfortable relying on unofficial builds. In any case, it doesn't solve the manual issue.

It did not include latest patch, because I built that test earlier than the patch was released.
I am asking because I need a confirmation, to know what differences to look for.
« Last Edit: 23 Jan 2020, 15:25 by Crimson Wizard »