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Author Topic: AGS 3.3.0 final  (Read 21559 times)

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #20 on: 18 Feb 2014, 17:18 »
I have replaced the distributives with a hotfixed version. which corrects the bug reported here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636481544#msg636481544

It was only couple of days, so I didn't change version this time. If anything else surfaces, I'll do that in a proper way (with version change etc).
Sorry for inconvenience.

Re: AGS 3.3.0 final
« Reply #21 on: 19 Feb 2014, 21:09 »
Wonderful, fine working version. I switched my Science Fiction game to 3.3.0
No problems at all
What if your blessings come through raindrops
What if your healing comes through tears...

Monsieur OUXX

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Re: AGS 3.3.0 final
« Reply #22 on: 23 Feb 2014, 17:32 »
A warmful thank to all the contributors. <joke>I'm sure Chris can see you from up there, and is proud of you.</joke>
Amazing job.
 

Khris

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Re: AGS 3.3.0 final
« Reply #23 on: 23 Feb 2014, 19:17 »
Absolutely, awesome job! :cheesy:

Spoiler: ShowHide
Here's to hoping the Ctrl-Tab issue is fixed soon because that completely breaks my workflow :-D
Fail at Floaty Rog' now!  still having to deal with what games are going through

Dropped Monocle Games

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Re: AGS 3.3.0 final
« Reply #24 on: 25 Feb 2014, 11:12 »
I love this version

and Thank you, thank you, thank you for
Quote
* Added a "Replace sprite(s) from source" context menu command in Sprite Manager.

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #25 on: 10 Mar 2014, 15:12 »
Please pay attention: a new hotfixed version uploaded, which fixes this bug:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=50101.msg636483057#msg636483057

New engine version: 3.3.0.1158.

Re: AGS 3.3.0 final
« Reply #26 on: 19 Mar 2014, 12:42 »
Just came here to say my heartfelt thanks to the community and the developers.

Been an AGS user since the very beginning (probably had a forum account once, but I don't remember the login) and love how this project has evolved throughout the years (there are even highres patches. Kudos for that).

I'm running this under Ubuntu 13.04 with wine 1.7.11 and I have to say: If it wasn't for the ugly Windows buttons/decorations, I could very much confuse this for a native Linux application.

In case anyone else is interested in Linux. I currently work on a universal wrapper, so that people can just go ahead, download a binary, execute it and install AGS from a native GUI, rather than going through the headache of installing wine/winetricks themselves. Still waiting for permission though. I didn't change any code but removed the Windows installer. Furthermore, I use a custom .desktop icon. Not sure whether this is against the license (Artistic 2.0, same as for the source, I assume) of the binary, so I sent snarky a PM last night.

Once perceived legal issues have been cleared, I'd very much like to upload this to sourceforge and, perhaps, include it with my own distro (once that one is ready).
« Last Edit: 19 Mar 2014, 12:44 by unixfan2001 »

Radiant

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Re: AGS 3.3.0 final
« Reply #27 on: 24 Mar 2014, 19:23 »
Just a funny anecdote is an issue report I received today for one of our games.

The issue turned out to be that the user opened setup without understanding what it did, changed some settings more or less at random, and now the game won't work (i.e. a PEBCAK). This issue was solved by resetting to the default values.

So yeah, I'm happy that we simplified setup.

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #28 on: 05 Apr 2014, 18:44 »
3.3.0 hotfix 2 version is released.
Fixed this bug: http://www.adventuregamestudio.co.uk/forums/index.php?topic=50273.0
Fixed a bug which allows a corrupted savedgame to load, causing random troubles in the future: http://www.adventuregamestudio.co.uk/forums/index.php?topic=50217.msg636485019#msg636485019
Fixed a bug which made Character.Transparency and Object.Transparency properties return slightly incorrect values (different from the ones you've set before).


Also introduces a new configuration option which runs lo-res (320x200/240) games in hires (640x400/480). This is useful for running certain pre-3.1.0 games which could have special features for hires mode. For example, that scales fonts up, making them look better. One of the games that benefits from this option is an old version of "Blackwell Convergence", which speech font is almost unreadable in lo-res mode.
To enable in acsetup.cfg:
Code: Text
  1. [override]
  2. upscale=1
  3.  


The new installation package includes Microsoft Visual C++ Redistributable 2008 SP1, that is required to run Editor.


AGS InnoSetup installer script (for developers): http://www.mediafire.com/view/780i2zwcyp5iacs/AGS_3_3_0_final.iss
« Last Edit: 05 Apr 2014, 18:59 by Crimson Wizard »

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #29 on: 01 May 2014, 16:51 »
3.3.0 update 1 released.
Reimplemented alternate display modes, now side-borders and top/bottom borders should work properly for all game resolutions.

One setup option was renamed to provide clearer description:
"Force alternate letterbox resolution" - now is - "Enable top/bottom borders".

Deprecated "Enable letterbox mode" option in project's General Settings, because it's no longer makes sense (letterbox mode may be enabled in game setup).

Since this is a significant change, I made a backup of previous update, hotfix 2:
http://www.adventuregamestudio.co.uk/finals/AGS-3.3.0-hotfix2.exe
http://www.adventuregamestudio.co.uk/finals/AGS-3.3.0-hotfix2.zip
http://www.adventuregamestudio.co.uk/finals/AGS-3.3.0-hotfix2-noMP3.zip

abstauber

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Re: AGS 3.3.0 final
« Reply #30 on: 01 May 2014, 19:36 »
Hooray, thanks a lot.
I especially appreciate it, since I'm totally helpless when even looking at the ags code.

Radiant

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Re: AGS 3.3.0 final
« Reply #31 on: 08 May 2014, 10:42 »
Very good, we've re-released Heroine's Quest with this and it works great.

One small question: is there a limit to how high a resolution multiplier the engine will consider? For example, if somebody has a 3840x2160 monitor and plays a 320x200 game with scaling set to max, will it end up magnified x10?

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #32 on: 08 May 2014, 11:20 »
One small question: is there a limit to how high a resolution multiplier the engine will consider? For example, if somebody has a 3840x2160 monitor and plays a 320x200 game with scaling set to max, will it end up magnified x10?
No. The way filters work in 3.3.0 does not allow any random magnifier, only hard-coded numbers (1-8). :(

Re: AGS 3.3.0 final
« Reply #33 on: 15 Jun 2014, 10:42 »
I've released a new version of the Verbcoin template for AGS 3.3 and send you a PM about it.

It addresses most concerns that have been raised over the years and adds a few spiffy new things. ;)

monkey0506

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Re: AGS 3.3.0 final
« Reply #34 on: 30 Jun 2014, 04:51 »

Baron

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Re: AGS 3.3.0 final
« Reply #35 on: 01 Jul 2014, 05:55 »
Nice!

But I can't open the Demo Game in the editor....


Re: AGS 3.3.0 final
« Reply #36 on: 02 Jul 2014, 11:43 »
Nice!

But I can't open the Demo Game in the editor....
Odd, sounds like a permissions issue. Does it happen with any other project with a Speech directory?
Stuart "Sslaxx" Moore.

Radiant

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Re: AGS 3.3.0 final
« Reply #37 on: 02 Jul 2014, 11:49 »
Is your AGS executable installed under Program Files? Because under more recent windows versions, a program can't just write to that folder or any of its subfolders. Solution: move the demo game to e.g. D:\my games\demo

Crimson Wizard

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Re: AGS 3.3.0 final
« Reply #38 on: 02 Jul 2014, 11:54 »
We need to change the place where demo game is installed...

Baron

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Re: AGS 3.3.0 final
« Reply #39 on: 03 Jul 2014, 15:33 »
Is your AGS executable installed under Program Files? Because under more recent windows versions, a program can't just write to that folder or any of its subfolders. Solution: move the demo game to e.g. D:my gamesdemo

Yep, that's it.  I just moved the demo game files to my regular AGS folder and it opens fine in the editor.  I can't actually play it (apparently I don't have the right graphics drivers, even when trying the compiled version through winsetup using every combination of Direct Draw/Direct 3D and filters and trying Saurabh's magic .dlls trick that normally gets older games working on my latest Win7 computer).  But that's a little off topic, so.... thanks for getting my into see the code at least! ;-D