Author Topic: AGS 3.5.0 - Patch 1  (Read 5197 times)

AGS 3.5.0 - Patch 1
« on: 30 Dec 2019, 21:05 »
AGS 3.5.0 - Patch 1
Full release number: 3.5.0.23


For Editor


For Android


For Engine/Editor developers


Released: 30th December 2019

Previous stable version: AGS 3.4.3 P1 forum thread


This release is brought to you by:

- Alan v. Drake
- BigMC (fixes to building on some Linux systems)
- ChamberOfFear (Editor's Color Themes)
- Crimson Wizard
- John Steele Scott (OpenGL support on Linux)
- eri0o (documentation updates and work on CI system)
- Martin Sedlak (new pathfinding)
- Matthew Gambrell (better threaded audio support and bug fixes)
- monkey0506 (steam/gog plugin stubs)
- morganw
- rofl0r (bug fixes)
- scottchiefbaker (fixes to building on some Linux systems)
- sonneveld
- tzachs (new navigation bar for the Room Editor)



Foreword

AGS 3.5.0 has brought a number of completely new features and changed few older things. Make sure to read "Upgrade to AGS 3.5" topic (and corresponding topics for previous versions) in the manual to learn more about these changes. If something is not clear or missing, please tell about it and we will add necessary information. (Online version: https://github.com/adventuregamestudio/ags-manual/wiki/UpgradeTo35)
Note that now we have a new manual project, where the source is in Wiki format that everyone with github account can edit here: https://github.com/adventuregamestudio/ags-manual/wiki . We will appreciate any help in expanding and improving the manual, because AGS documentation had been lacking clear info about many things for too long.
We may be updating this release with patches to manual too as it is being amended.



Changes in the Patch 1:

Editor:
 - Fixed changing Audio Clip ID or deleting a clip could break sound links in view frames.
 - Fixed importing an older version project during the same editor session, in which one game was already opened, could assign previous game's GameFileName property to the next one.
 - Fixed some fonts may be not drawn on GUI preview after any font with lower ID was modified.
 - Fixed Pause and Stop buttons were enabled when first opening an audio clip preview, and clicking these could lead to a crash.
 - Fixed a potential crash during audio clip preview (related to irrKlang .NET library we use).
 - Fixed a potential resource leak in the sprite preview.

Engine:
 - Fixed IsKeyPressed script function returning values other than 0 or 1 (broke some scripts).
 - Fixed grey-out effect over disabled GUI controls was drawn at the wrong coordinates.

Templates:
- Updated Tumbleweed template to v1.3.



What is new in 3.5.0

NOTE: Following list also contains changes made in AGS 3.4.4, they are fully integrated into 3.5.0, of course. 3.4.4 version was never formally released on forums, because it was mainly quick update for Linux port (and there were some other issues with the release process).


Common features:
 - Now using Allegro v4.4.3 library (previously v4.4.2).
 - Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
 - Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to match game's resolution by default and not resized, unless running in backwards-compatibility mode.
 - Allow room size to be smaller than the game's resolution.
 - Removed fonts count limit.
 - Raised imported sprites count limit to 90000 and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).
 - Removed length limit on the Button and TextBox text (was 50 and 200 respectively).
 - Removed limit on ListBox item count (was 200).

Editor:
 - Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
 - Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
 - Added support for custom UI color themes.
 - Added "Window" - "Layout" submenu with commands for saving and loading panel layout.
 - Game and room templates are now by default saved in AppData/Local/AGS folder. Editor finds them in both program folder and AppData.
 - Allow to change IDs of most of the game items in the project tree by swapping two existing items. This is done by calling a context menu and choosing "Change ID".
 - Added "Game file name" option to let users easily set compiled game file's name.
 - Added "Allow relative asset resolutions" option to "Backwards Compatibility" section. Disabled by default, it makes game treat all sprites and rooms resolution as real one.
 - Added "Custom Say/Narrate function in dialog scripts" options which determine what functions are used when converting character lines in dialog scripts to real script.
   Important: this does not work with the "Say" checkbox. The workaround is to duplicate option text as a first cue in the dialog script.
 - New revamped sprite import window.
 - Sprites that were created using tiled import can now be properly reimported from source.
 - Added context menu command to open sprite's source file location.
 - Using Magick.NET library as a GIF loader. This should fix faulty GIF imports.
 - New sprite export dialog that lets you configure some export preferences, including remapping sprite source paths.
 - Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept for backwards compatibility only. When importing older games resolution type will be promoted to "Real" whenever it matches the game.
 - New navigation bar in the room editor, which allows to select any room object or region for editing, show/hide and lock room objects and regions in any combination. These settings are saved in the special roomXXX.crm.user files.
 - Improved how Room zoom slider works, now supports downscale.
 - Added "Export mask to file" tool button to the Room Editor.
 - Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define the precision of Hotspot, Regions and Walkable Areas relative to room background.
 - Added "Default room mask resolution" to General Settings, which value will be applied to any room opened for editing in this game for the first time.
 - Added "Scale movement speed with room's mask resolution" to General Settings.
 - Removed Locked property from the Room Object, objects are now locked by the navbar.
 - Split GUI's Visibility property into PopupStyle and Visible properties.
 - Added Clickable, Enabled and Visible properties to GUI Controls.
 - "Import over font" command now supports importing WFN fonts too.
 - Removed "Fonts designed for high resolution" option from General Settings. Instead added individual SizeMultiplier property to Fonts.
 - Alphabetically sort audio clips in the drop lists.
 - Display audio clip length on the preview pane without starting playback.
 - Sync variable type selector in Global Variables pane with the actual list of supported script types.
 - Added ThreadedAudio property to Default Setup.
 - In preferences added an option telling whether to automatically reload scripts changed externally.
 - Added "Always" choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
 - Added shortcut key combination (Shift + F5) for stopping a game's debug run.
 - Don't display missing games in the "recent games" list.
 - Build autocomplete table a little faster.
 - Disabled sending crash reports and anonymous statistics, because of the AGS server issues.
 - Disabled screenshot made when sending a crash report, for security reasons.
 - Corrected .NET version query for the anonymous statistics report.
 - Fixed Default Setup was not assigned a proper Title derived of a new game name.
 - Fixed crash and corruption of project data when writing to full disk.
 - Fixed saving sprite file to not cancel completely if only an optional step has failed (such as copying a backup file).
 - Fixed changing character's starting room did not update list of characters on property pane of a room editor until user switches editing mode or reloads the room.
 - Fixed room editor kept displaying selection box over character after its starting room has changed.
 - Fixed room editor not suggesting user to save the room after changing object's sprite by double-clicking on it.
 - Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
 - Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation.
 - Fixed MIDI audio preview was resetting all instruments to default (piano) after pausing and resuming playback.
 - Fixed MIDI audio preview had wrong control states set when pausing a playback.
 - Fixed autocomplete not showing up correctly if user has multiple monitors.
 - Fixed autocomplete crashing with empty /// comments.
 - Fixed script compiler could leave extra padding inside the compiled scripts filled with random garbage if script strings contained escaped sequences like "\n" (this was not good for source control).
 - Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid.
 - Fixed crash when editor was updating file version in compiled EXE but failed and tried to report about that.

Scripting:
 - Fixed compiler was not allowing to access regular properties after type's static properties in a sequence (for example: DateTime.Now.Hour).

Script API:
 - Introduced new managed struct Point describing (x,y) coordinates.
 - Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions with argument of StringCompareStyle type.
 - Implemented Dictionary and Set script classes supporting storage and lookup of strings and key/value pairs in sorted or unsorted way. Added SortStyle enum for use with them.
 - Implemented Viewport and Camera script classes which control how room is displayed on screen.
 - Implemented Screen struct with a number of static functions and properties, which notably features references to the existing Viewports. Deprecated System's ScreenWidth, ScreenHeight   ViewportWidth and ViewportHeight in favor of Screen's properties.
 - Added Game.Camera, Game.Cameras and Game.CameraCount properties.
 - All functions that find room objects under screen coordinates are now being clipped by the viewport (fail if there's no room viewport at these coordinates). This refers to: GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt and all of the GetAtScreenXY functions (and corresponding deprecated functions).
 - Added Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Object.GetAtRoomXY, Region.GetAtScreenXY, replaced GetWalkableAreaAt with GetWalkableAreaAtScreen and added GetWalkableAreaAtRoom.
 - Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
 - Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
 - Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
 - Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor, PopupStyle (readonly), PopupYPos.
 - Added Button.TextAlignment and Label.TextAlignment.
 - Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, TextColor.
 - Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
 - Added TextBox.ShowBorder.
 - Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array.
 - Added Game.PlayVoiceClip() for playing non-blocking voice.
 - Added SkipCutscene() and eSkipScriptOnly cutscene mode.
 - Allowed to change Mouse.ControlEnabled property value at runtime.
 - Added Game.SimulateKeyPress().
 - Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
 - Deprecated "system" object (not System struct!).
 - Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds.
 - Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's "Allow relative asset resolutions" option is disabled.

Engine:
 - New pathfinder based on the A* jump point search.
 - Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files.
   The engine is still capable of loading older saves, temporarily.
 - Implemented support for sprite batch transformations.
 - Implemented custom room viewport and camera.
 - Removed limits on built-in text wrapping (was 50 lines of 200 chars max each).
 - Removed 200 chars limit for DoOnceOnly token length.
 - Try to create all subdirectories when calling File.Open() for writing, DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory().
 - Reimplemented threaded audio, should now work correctly on all platforms.
 - Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc)
 - Made fps display more stable and timing correct when framerate is maxed out for test purposes.
 - Print debug overlay text using Game.NormalFont (was hard-coded to default speech font).
 - Improved performance of hardware-accelerated renderers by not preparing a stage bitmap for plugins unless any plugin hooked for the particular drawing events.
 - Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too.
 - Support "--gfxdriver" command line argument that overrides graphics driver in config.
 - Implemented "--tell" set of commands that print certain engine and/or game data to stdout.
 - Use "digiid" and "midiid" config options to be used on all platforms alike and allow these to represent driver ID as a plain string and encoded as an integer value (for compatibility).
 - Completely removed old and unsupported record/replay functionality.
 - Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.
 - Expanded some of the error messages providing more information to end-user and developers.
 - Fixed engine could not locate game data if relative path was passed in command line.
 - Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame.
 - Fixed engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or ItemHeight to 0.
 - Fixed engine crashing if Object.SetView is called with a view that does not have any loops.
 - Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's background was modified using raw drawing commands before fade-in. This happened only when running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players for a certain barely related reason.
 - Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio.
 - Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent.
 - Fixed Direct3D was slightly distorting game image in pixel perfect mode.
 - Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical artifacts remaining after the Steam overlay, for example.
 - Fixed potential crash that could happen when switching between fullscreen and windowed mode, or switching back into game window (only observed on Linux for some reason).
 - Fixed a bug in mp3/ogg decoder where it assumed creating an audiostream succeeded without actually testing one.
 - Fixed increased CPU load when displaying built-in dialogs (save, restore etc).
 - Fixed Character.DestinationY telling incorrect values beyond Y = 255.
 - Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified.
 - Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'.
 - Restored support for running games made with experimental 3.3.0 CR version.
 - Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on.
 - Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog buttons when predefined 2041, 2042 and 2043 were not available.
 - Fixed negative "cachemax" value in config could lock the engine at startup.
 - Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones.
 - Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though).
 - Added stubs for SpriteFont plugin.
 - Added missing stubs for agswadjetutil plugin.

Linux:
 - Support for OpenGL renderer.
 - Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches.
 - Re-enabled threaded audio setting.
 - $APPDATADIR$ script paths are now mapped to "$XDG_DATA_HOME/ags-common", making sure it is a writeable location.

Windows:
 - Windows version of AGS is now built with MSVS 2015 and higher.
 - Engine is marked as a DPI-aware application that supposed to prevent window scaling by system.

WinSetup:
 - Added "Enable threaded audio" checkbox.





Thanks to everyone who contributed to and tested this version!




KNOWN ISSUES

1. Dictionary and Set script classes can cause game to crash when writing a save.
Here's a hotfixed version of the engine, to replace the acwin.exe in the Editor's program folder: https://www.dropbox.com/s/wxij0bx9w82q3da/acwin-3.5.0-p2--fix-dict-set.zip?dl=0
There should be an official patch released soon.
« Last Edit: 24 Feb 2020, 21:45 by Crimson Wizard »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #1 on: 31 Dec 2019, 23:49 »
The "Tumbleweed" template gives me the following error message when I try to compile:

"CustomDialogGui.asc(431): Error (line 431): '.ViewportHeight' is not a public member of 'System'. Are you sure you spelt it correctly (remember, capital letters are important)?"

File:



Cassiebsg

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #2 on: 31 Dec 2019, 23:55 »
The viewport functions have been redone.

You have 2 choices:
- Download the new updated version of the template here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=54762

- Go into settings and set compability mode to previous version of ags.
There are those who believe that life here began out there...

eri0o

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #3 on: 01 Jan 2020, 00:04 »
Wait, theoretically this last version had the tumbleweed template updated.  :undecided:

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #4 on: 01 Jan 2020, 01:32 »
Wait, theoretically this last version had the tumbleweed template updated.  :undecided:

Well, yes it's from the updated 3.50 patch 1 version.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #5 on: 01 Jan 2020, 01:34 »
Nevermind. I deleted the corresponding user directory and created a new project. Now it works. False alarm. Issue resolved. Probably there was still an old file that could not be updated to patch 1.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #6 on: 01 Jan 2020, 11:03 »
Nevermind. I deleted the corresponding user directory and created a new project. Now it works. False alarm. Issue resolved. Probably there was still an old file that could not be updated to patch 1.

Hmm, this may be an issue. AGS now reads templates from 2 places: "Templates" inside Editor program folder (default) and also user folder - this is where templates are saved by default when you create them. Patches - they only change contents of Editor installation if you install over older program.

Do you remember how did you get templates in the user folder?

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #7 on: 02 Jan 2020, 05:29 »
Unfortunately, I don't really remember. :(

Neo_One

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #8 on: 03 Jan 2020, 00:05 »
The two main templates I always use work for me: Sierra and Lucasarts.
For now, Sierra's one doesn't give problems, even though I'm modifying icons and the default resolution.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #9 on: 03 Jan 2020, 12:21 »
Nevermind. I deleted the corresponding user directory and created a new project. Now it works. False alarm. Issue resolved. Probably there was still an old file that could not be updated to patch 1.

Hmm, this may be an issue. AGS now reads templates from 2 places: "Templates" inside Editor program folder (default) and also user folder - this is where templates are saved by default when you create them. Patches - they only change contents of Editor installation if you install over older program.

Do you remember how did you get templates in the user folder?

I installed AGS in a new clean Windows 10 installation and i also get this error and then dozens more related to the same kind of thing. I fixed it by myself changing the function calls to the new scripting API ones (but i checked also this can be solved changing the API compatibility to the old one without doing any changes in the code). I think the template should use the new scripting API functions instead of the old ones. I can't remember now if i downloaded the 3.5 or the 3.5 Patch1 (that PC is not in the city where i live now)
« Last Edit: 03 Jan 2020, 12:24 by jomalin »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #10 on: 03 Jan 2020, 12:27 »
I installed AGS in a new clean Windows 10 installation and i also get this error and then dozens more related to the same kind of thing. I fixed it by myself changing the function calls to the new scripting API ones (but i checked also this can be solved changing the API compatibility to the old one without doing any changes in the code). I think the template should use the new scripting API functions instead of the old ones. I can't remember now if i downloaded the 3.5 or the 3.5 Patch1 (that PC is not in the city where i live now)

The templates that come with the 3.5.0 are supposed to be updated to 3.5.0 API. It's better to get to the bottom of that is happening, whether the package contains wrong version of templates, or they fail to overwrite old ones in the Editor folder, or something else...

It's not only about using newer API functions, but template scripts could be updated to a more advanced version, so it will be a shame if they dont install correctly.


UPD Tried installing AGS 3.5.0 p1 using installer exe, the templates are correct and build as-is.

Do you usually use installer, or ZIP, and do you install/unpack over existing installation?
« Last Edit: 03 Jan 2020, 19:47 by Crimson Wizard »

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #11 on: 05 Jan 2020, 12:46 »
I made an organizational mistake in the middle of 2019: there was another minor release called AGS 3.4.4, which contained certain fixes and couple of features accumulated over past period during development of 3.5.0. But it was never properly announced on these forums for two reasons: first it was mainly for Linux port users, and second I believed that 3.5.0 will be released very soon (which happened only after another 6 months).

Nothing bad happened, but following changes were not initially mentioned in the posted 3.5.0 changelist, because they were "formally" part of 3.4.4. All of them are, of course, technically a part of 3.5.0 too. I added these items to the list in the first post, but also want to put it here to let everyone notice:

Extra changes in 3.5.0/3.4.4

Editor:
 - Disabled screenshot made when sending a crash report, for security reasons.
 - Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid.
 - Fixed crash when editor was updating file version in compiled EXE but failed and tried to report about that.

Engine:
 - Fixed Character.DestinationY telling incorrect values beyond Y = 255.
 - Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified.
 - Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'.
 - Restored support for running games made with experimental 3.3.0 CR version.
 - Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on.
 - Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog
   buttons when predefined 2041, 2042 and 2043 were not available.
 - Fixed negative "cachemax" value in config could lock the engine at startup.
 - Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones.
 - Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though).
<------- This supposedly may let you run steam games without steam, but with all steam features disabled
 - Added stubs for SpriteFont plugin.
 - Added missing stubs for agswadjetutil plugin.

Linux:
 - Support for OpenGL renderer. <------- This one is most important IMHO.
« Last Edit: 05 Jan 2020, 12:51 by Crimson Wizard »

AGD2

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #12 on: 12 Jan 2020, 17:23 »
Not sure where to post this, so putting it here.

There may be an engine bug in the following situation. If your game contains lip-synced speech audio with Papagayo .DAT files. You run the game with the feature enabled and see it working correctly. Then, while the game is still running, set Speech.VoiceMode=eSpeechTextOnly and then make a lip-synced line of character dialog play. Even though text-only mode (no voice) is enabled, the Sierra-style dialog portrait will still animate with phonemes, like it is reading and playing them directly from the .DAT files, although the corresponding voice won't play (as intended). Instead, the Sierra portrait is supposed to animate in a repeating loop, ignoring phoneme .DAT or .PAM files, until the dialog box disappears.

The glitch can be seen in Mage's Initiation. On the title screen, click Options and set the voice slider all the way to the far-left side (text-only, voices off). Then start a new game and go talk to any NPC. You'll see the game is in text-only mode, but NPC's character portrait mouth frames are using phonemes. You can reset the glitch by opening the options menu in-game, sliding the voice slider back up (this sets Speech.VoiceMode back to eSpeechVoiceAndText or eSpeechVoiceOnly). And then talking to an NPC again. It seems you actually need to talk and hear a line of lipsynched audio to reinitialize it, not just slide the slider. At this point, if you slide the speech slider back to "Text-Only" mode again and then talk to an NPC, their dialog portrait will work correctly - it will not use phonemes anymore in text-only mode, and will play their Animated portrait using the standard loop.

The reason I suspect this is an engine glitch is because AFAIK, there's no way for a user to manually enable or disable audio lip-syncing with a script command, and it's entirely handled internally, depending on the value of Speech.VoiceMode. Is that correct?

Snarky

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Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #13 on: 13 Jan 2020, 12:02 »
I'm not sure I agree this is a bug. If lipsync is defined for a line, I think it makes sense that it is used whether or not the voice audio is played.

Edit: But yes, it would be nice if the setting could be changed from script.
« Last Edit: 13 Jan 2020, 12:21 by Snarky »

AGD2

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #14 on: 13 Jan 2020, 16:13 »
The strange thing is that it gives inconstant results if you toggle the speech between voice modes and then back to text-only mode.

In text-only mode, sometimes the portrait animation adheres to the phonemes in the corresponding speech file (which isn't audibly playing). The dialog portrait stops animating at the same time the speech audio would have stopped playing. Then the remainder of the dialog remains on-screen with the portrait's mouth closed. Note that setting Speech.DisplayPostTimeMs to any value has no effect whatsoever in this case.

While other times in text-only mode, it plays the dialog talking animation without referencing the phonemes. It just plays the animation loop in a regular "bubble gum chewing" pattern (same looped frames repeated in order) until the dialog box disappears. The mouth never closes. In this case, Speech.DisplayPostTimeMs works in accordance with whatever value you set it to.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #15 on: 19 Jan 2020, 19:58 »
I've started getting the following error message when launching (or playing) the game via the editor.  The game crashes and quits as soon as it appears:

"The game engine does not appear to have shut down properly. If the problem persists, post the problem on the Tech forum."

About 60% of the time, the error occurs at launch.  The other 40% of the time, the error occurs during game play.  (I've noticed that it accompanies actions such as skipping a cutscene, saving the game, or playing an audio file.)  No message is generated in warnings.log.

This also affects the game exe.  When I compile the game and launch it via the exe, the game instantly quits at the point that the error message would have appeared (e.g. sometimes at launch, sometimes when skipping a cutscene / playing a sound / saving), but the error message itself is not displayed.

Finally, the error persists between computers.  Namely, when I copied the game files to a different computer and ran them there, I received the same error.

PS: I'm not sure if this is related, but in the last session before I noticed the crashes, I used the editor to delete two audio clips and import two new ones with the same file names and clip names as the previous ones, but with different IDs.  (As expected, the AGS-assigned IDs for the new clips were different from the old ones since, when I deleted the original clips, AGS shifted down by 2 the IDs of all the remaining clips with higher IDs.)

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #16 on: 19 Jan 2020, 20:20 »
I've started getting the following error message when launching (or playing) the game via the editor.  The game crashes and quits as soon as it appears:

When it crashes, does it display any actual error message, other than "not shut down properly"?
Does it generate a Crash***.dmp file?

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #17 on: 19 Jan 2020, 20:33 »
I've started getting the following error message when launching (or playing) the game via the editor.  The game crashes and quits as soon as it appears:

When it crashes, does it display any actual error message, other than "not shut down properly"?
Does it generate a Crash***.dmp file?

Nope, there's no error message beyond that "not shut down properly" dialogue box.  Similarly, there's no Crash*.dmp file in the game directory (i.e. the folder where Game.agf is) or its subdirectories.

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #18 on: 19 Jan 2020, 20:36 »
Would it be possible to test your compiled game somehow?

Re: AGS 3.5.0 - Patch 1 -- latest official version
« Reply #19 on: 19 Jan 2020, 20:39 »
Would it be possible to test your compiled game somehow?

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