AGS 3.5.0 - Patch 1

Started by Crimson Wizard, Mon 30/12/2019 21:05:07

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AGD2

Yes, it only seems to occur with the Nearest-Neighbour filter, that's right.

Crimson Wizard

#41
@AGD2 this is a strange oversight on my part, for some reason I thought that the fix is only necessary for linear filter, so it was disabled for NN, for "optimization", but looks like it is required unconditionally.

Here's the patched engine, please tell what are results in your game: https://www.dropbox.com/s/af2fnos9qxw9y0z/acwin-3.5.0-p2-opengl-nn-texels.zip?dl=0

Crimson Wizard

@Snarky, btw, the above build also supposed to have the allegro fix that prevented from mouse & keyboard working under Wine, so could you make a quick test too, if you have time?

AGD2

Quote from: Crimson Wizard on Thu 20/02/2020 20:31:08
@AGD2 this is a strange oversight on my part, for some reason I thought that the fix is only necessary for linear filter, so it was disabled for NN, for "optimization", but looks like it is required unconditionally.

Here's the patched engine, please tell what are results in your game: https://www.dropbox.com/s/af2fnos9qxw9y0z/acwin-3.5.0-p2-opengl-nn-texels.zip?dl=0

Thanks. I tried the new acwin.exe but I'm unable to enter full-screen mode, as pressing ALT+Enter doesn't do anything in this build when launching in windowed mode.

And if I launch in full-screen mode, it automatically applies the linear filter (despite the fact that I have the NN filter selected) and the game appears in a slightly scaled-down window with black borders surrounding it on all four sides. This happens regardless of whether I have the Open GL, Direct Draw, or Software driver selected. These are the settings I used:

Driver: Open GL
Mode: 1280 x 1024
Fullscreen scale: Stretch, preserving aspect ratio
Windowed scale: Stretch, preserving aspect ratio
Scaling method: Nearest-neighbour

Only selecting "Fill whole screen" for "Fullscreen scale" will make the game display in NN full-screen mode without the black borders, but then it looks all weird and horizontally squished.


Crimson Wizard

Quote from: AGD2 on Fri 21/02/2020 11:30:42I tried the new acwin.exe but I'm unable to enter full-screen mode, as pressing ALT+Enter doesn't do anything in this build when launching in windowed mode.

And if I launch in full-screen mode, it automatically applies the linear filter (despite the fact that I have the NN filter selected) and the game appears in a slightly scaled-down window with black borders surrounding it on all four sides. This happens regardless of whether I have the Open GL, Direct Draw, or Software driver selected.

Could you run with log and send me log contents?

Log may be activated in acsetup.cfg as
Quote
[misc]
log=1
and it should appear in %USERPROFILE%\Saved Games\.ags

AGD2

All  right, here's the contents of the log when I attempt to run the game in full screen mode from winsetup.exe using the initial settings I listed above.

LOG FILE CONTENTS

Adventure Game Studio v3.5 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2020 others
ACI version 3.5.0.24

Installing exception handler
Initializing allegro
Initializing game data
Looking for the game data file
Located game data file: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/MAGES_~1.EXE
Opened game data file: game28.dta
Game data version: 50
Compiled with: 3.5.0.23
Setting up game configuration
Data directory: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/
Initializing speech vox
Voice pack found and initialized.
audio.vox found and initialized.
Setting up window
Initializing TTF renderer
Initializing keyboard
Initializing mouse: number of buttons reported is 8
Install timer
Initializing sound drivers
Sound settings: digital driver ID: 'AUTO' (0xffffffff), MIDI driver ID: 'AUTO' (0xffffffff)
Trying to init: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 119
Requested script API: v3.5.0.7 (7), compat level: v3.2.1 (0)
Game title: 'Mage's Initiation'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 400 (32 bit)
Mouse confined: (0,0)-(639,399) (640x400)
Device display resolution: 2560 x 1080
Graphic settings: driver: OGL, windowed: no, screen def: explicit, screen size: 1280 x 1024, match device ratio: ignore, game scale: proportional
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit):
   640x480;720x480;720x576;800x600;1024x768;1152x864;1176x664;1280x720;
   1280x768;1280x800;1280x960;1280x1024;1360x768;1366x768;1600x900;1600x1024;
   1600x1200;1680x1050;1768x992;1920x1080;1920x1200;1920x1440;2048x1536;2560x1080;
   2560x1440;2560x1600;3840x2160;
Attempting to find nearest supported resolution for screen size 1280 x 1024 (32-bit) fullscreen
Attempt to switch gfx mode to 1280 x 960 (32-bit) fullscreen
Running OpenGL: 4.6
OGL: Tinting shader program created successfully
OGL: Lighting shader program created successfully
Succeeded. Using gfx mode 1280 x 960 (32-bit) fullscreen
Render frame set, render dest (0, 80, 1279, 879 : 1280 x 800)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (0, 80, 1279, 879 : 1280 x 800)
Using gfx filter: StdScale
Mouse control: on, base: 0.888889, speed: 2.000000
Mouse confined: (0,80)-(1279,879) (1280x800)
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Engine initialization complete
Starting game
WARNING: channel 2 - same clip assigned
Game.SetAudioTypeSpeechVolumeDrop: type: 2, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 3, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 1, drop: 45
Game.SetAudioTypeVolume: type: 1, volume: 80, change: 1680
Game.SetAudioTypeVolume: type: 2, volume: 71, change: 1680
Game.SetAudioTypeVolume: type: 3, volume: 72, change: 1680
Game.SetAudioTypeVolume: type: 1, volume: 72, change: 1680
Game GUI version: 118
Game.SetAudioTypeSpeechVolumeDrop: type: 2, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 3, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 1, drop: 45
Game.SetAudioTypeVolume: type: 2, volume: 71, change: 1680
Game.SetAudioTypeVolume: type: 3, volume: 72, change: 1680
Game.SetAudioTypeVolume: type: 1, volume: 72, change: 1680
***** ENGINE HAS SHUTDOWN
[close]

Crimson Wizard


AGD2

Quote from: Crimson Wizard on Fri 21/02/2020 21:15:15
@AGD2, there was a case of fixing one mistake and making another...
Reuploaded the build: https://www.dropbox.com/s/af2fnos9qxw9y0z/acwin-3.5.0-p2-opengl-nn-texels.zip?dl=0

This acwin.exe fixes the Open GL artifact glitches and most of the other problems like ALT+TAB not working.

There's just one issue outstanding, and that's when I attempt to launch the game in full-screen (Nearest Neighbour) mode, it still uses the linear filter and puts 4 black borders around a slightly scaled-down game screen.  This only happens when I initially launch the game and set it to full-screen mode. If I initially launch it in windowed mode and then ALT+TAB into full-screen mode, then it works properly (no black borders and no forced linear filter; the "Scaling method" abides by my winsetup selection when ALT+TABbing back and forth).

Crimson Wizard

Quote from: AGD2 on Sat 22/02/2020 12:34:54
There's just one issue outstanding, and that's when I attempt to launch the game in full-screen (Nearest Neighbour) mode, it still uses the linear filter and puts 4 black borders around a slightly scaled-down game screen.  This only happens when I initially launch the game and set it to full-screen mode. If I initially launch it in windowed mode and then ALT+TAB into full-screen mode, then it works properly (no black borders and no forced linear filter; the "Scaling method" abides by my winsetup selection when ALT+TABbing back and forth).

This is something strange, in above log it sais that "nearest neighbour" was initialized. How do you tell it's linear filter, does it report so in Ctrl+V message, or you tell by the visual difference?
Could you post a new log of both launching fullscreen and switching with alt+tab?

AGD2

Quote from: Crimson Wizard on Sat 22/02/2020 12:38:33
This is something strange, in above log it sais that "nearest neighbour" was initialized. How do you tell it's linear filter, does it report so in Ctrl+V message, or you tell by the visual difference?
Could you post a new log of both launching fullscreen and switching with alt+tab?

I tested it again and you're right. When it runs within 4 black borders in full-screen mode, CTRL+V says that it's using the Nearest-Neighbour filter, even though everything on-screen is smoothed. This may be something my Nvidia graphics card is applying automatically, but it's strange that it only happens when the game is initially launched in full-screen mode, but not when ALT-TAB is used to toggle the game into full-screen mode. 

Also note that if it initially starts surrounded by 4 black borders, it will remember that full-screen setting and revert to it every time you ALT+TAB back to full-screen mode. Likewise, if you initially start without the 4 black borders, then this setting will be remembered and every time you ALT+TAB back to full-screen mode.

Here are the logs. In each one, I launched the game and ALT+TABbed a couple of times, then exited.

LOG: Initially launched in full-screen mode with Nearest Neighbour filter

Adventure Game Studio v3.5 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2020 others
ACI version 3.5.0.24

Installing exception handler
Initializing allegro
Initializing game data
Looking for the game data file
Located game data file: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/MAGES_~1.EXE
Opened game data file: game28.dta
Game data version: 50
Compiled with: 3.5.0.23
Setting up game configuration
Data directory: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/
Initializing speech vox
Voice pack found and initialized.
audio.vox found and initialized.
Setting up window
Initializing TTF renderer
Initializing keyboard
Initializing mouse: number of buttons reported is 8
Install timer
Initializing sound drivers
Sound settings: digital driver ID: 'AUTO' (0xffffffff), MIDI driver ID: 'AUTO' (0xffffffff)
Trying to init: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 119
Requested script API: v3.5.0.7 (7), compat level: v3.2.1 (0)
Game title: 'Mage's Initiation'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 400 (32 bit)
Mouse confined: (0,0)-(639,399) (640x400)
Device display resolution: 2560 x 1080
Graphic settings: driver: OGL, windowed: no, screen def: explicit, screen size: 1280 x 1024, match device ratio: ignore, game scale: proportional
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit):
   640x480;720x480;720x576;800x600;1024x768;1152x864;1176x664;1280x720;
   1280x768;1280x800;1280x960;1280x1024;1360x768;1366x768;1600x900;1600x1024;
   1600x1200;1680x1050;1768x992;1920x1080;1920x1200;1920x1440;2048x1536;2560x1080;
   2560x1440;2560x1600;3840x2160;
Attempting to find nearest supported resolution for screen size 1280 x 1024 (32-bit) fullscreen
Attempt to switch gfx mode to 1280 x 1024 (32-bit) fullscreen
Running OpenGL: 4.6
OGL: Tinting shader program created successfully
OGL: Lighting shader program created successfully
Succeeded. Using gfx mode 1280 x 1024 (32-bit) fullscreen
Render frame set, render dest (0, 112, 1279, 911 : 1280 x 800)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (0, 112, 1279, 911 : 1280 x 800)
Using gfx filter: StdScale
Mouse control: on, base: 0.948148, speed: 2.000000
Mouse confined: (0,112)-(1279,911) (1280x800)
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Engine initialization complete
Starting game
WARNING: channel 2 - same clip assigned
Game.SetAudioTypeSpeechVolumeDrop: type: 2, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 3, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 1, drop: 45
Game.SetAudioTypeVolume: type: 1, volume: 80, change: 1680
Game.SetAudioTypeVolume: type: 2, volume: 71, change: 1680
Game.SetAudioTypeVolume: type: 3, volume: 72, change: 1680
Game.SetAudioTypeVolume: type: 1, volume: 72, change: 1680
Attempting to find nearest supported resolution for screen size 1280 x 800 (32-bit) windowed
Maximal allowed window size: 1280 x 963
Attempt to switch gfx mode to 1280 x 800 (32-bit) windowed
Succeeded. Using gfx mode 1280 x 800 (32-bit) windowed
Render frame set, render dest (0, 0, 1279, 799 : 1280 x 800)
Mouse control: off, base: 1.000000, speed: 2.000000
Mouse confined: (0,0)-(1279,799) (1280x800)
Attempt to switch gfx mode to 1280 x 1024 (32-bit) fullscreen
Succeeded. Using gfx mode 1280 x 1024 (32-bit) fullscreen
Render frame set, render dest (0, 112, 1279, 911 : 1280 x 800)
Mouse control: on, base: 0.948148, speed: 2.000000
Mouse confined: (0,112)-(1279,911) (1280x800)
Attempt to switch gfx mode to 1280 x 800 (32-bit) windowed
Succeeded. Using gfx mode 1280 x 800 (32-bit) windowed
Render frame set, render dest (0, 0, 1279, 799 : 1280 x 800)
Mouse control: off, base: 1.000000, speed: 2.000000
Mouse confined: (0,0)-(1279,799) (1280x800)
***** ENGINE HAS SHUTDOWN
[close]


LOG: Initially launched in windowed mode with Nearest Neighbour filter

Adventure Game Studio v3.5 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2020 others
ACI version 3.5.0.24

Installing exception handler
Initializing allegro
Initializing game data
Looking for the game data file
Located game data file: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/MAGES_~1.EXE
Opened game data file: game28.dta
Game data version: 50
Compiled with: 3.5.0.23
Setting up game configuration
Data directory: c:/Users/Chris/repos/MAGES_~1/Compiled/Windows/
Initializing speech vox
Voice pack found and initialized.
audio.vox found and initialized.
Setting up window
Initializing TTF renderer
Initializing keyboard
Initializing mouse: number of buttons reported is 8
Install timer
Initializing sound drivers
Sound settings: digital driver ID: 'AUTO' (0xffffffff), MIDI driver ID: 'AUTO' (0xffffffff)
Trying to init: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 119
Requested script API: v3.5.0.7 (7), compat level: v3.2.1 (0)
Game title: 'Mage's Initiation'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 400 (32 bit)
Mouse confined: (0,0)-(639,399) (640x400)
Device display resolution: 2560 x 1080
Graphic settings: driver: OGL, windowed: yes, screen def: scaling, screen size: 1280 x 1024, match device ratio: ignore, game scale: proportional
Using graphics factory: OGL
Created graphics driver: OpenGL
Supported gfx modes (32-bit):
   640x480;720x480;720x576;800x600;1024x768;1152x864;1176x664;1280x720;
   1280x768;1280x800;1280x960;1280x1024;1360x768;1366x768;1600x900;1600x1024;
   1600x1200;1680x1050;1768x992;1920x1080;1920x1200;1920x1440;2048x1536;2560x1080;
   2560x1440;2560x1600;3840x2160;
Attempting to find nearest supported resolution for screen size 1630 x 1019 (32-bit) windowed
Maximal allowed window size: 2560 x 1019
Attempt to switch gfx mode to 1630 x 1019 (32-bit) windowed
Running OpenGL: 4.6
OGL: Tinting shader program created successfully
OGL: Lighting shader program created successfully
Succeeded. Using gfx mode 1630 x 1019 (32-bit) windowed
Render frame set, render dest (0, 0, 1629, 1017 : 1630 x 1018)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (0, 0, 1629, 1017 : 1630 x 1018)
Using gfx filter: StdScale
Mouse control: off, base: 1.000000, speed: 2.000000
Mouse confined: (0,0)-(1629,1017) (1630x1018)
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Engine initialization complete
Starting game
WARNING: channel 2 - same clip assigned
Game.SetAudioTypeSpeechVolumeDrop: type: 2, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 3, drop: 45
Game.SetAudioTypeSpeechVolumeDrop: type: 1, drop: 45
Game.SetAudioTypeVolume: type: 1, volume: 80, change: 1680
Game.SetAudioTypeVolume: type: 2, volume: 71, change: 1680
Game.SetAudioTypeVolume: type: 3, volume: 72, change: 1680
Game.SetAudioTypeVolume: type: 1, volume: 72, change: 1680
Attempting to find nearest supported resolution for screen size 2560 x 1080 (32-bit) fullscreen
Attempt to switch gfx mode to 2560 x 1080 (32-bit) fullscreen
Succeeded. Using gfx mode 2560 x 1080 (32-bit) fullscreen
Render frame set, render dest (416, 0, 2143, 1079 : 1728 x 1080)
Mouse control: on, base: 1.000000, speed: 2.000000
Mouse confined: (416,0)-(2143,1079) (1728x1080)
Attempt to switch gfx mode to 1630 x 1019 (32-bit) windowed
Succeeded. Using gfx mode 1630 x 1019 (32-bit) windowed
Render frame set, render dest (0, 0, 1629, 1017 : 1630 x 1018)
Mouse control: off, base: 1.000000, speed: 2.000000
Mouse confined: (0,0)-(1629,1017) (1630x1018)
Attempt to switch gfx mode to 2560 x 1080 (32-bit) fullscreen
Succeeded. Using gfx mode 2560 x 1080 (32-bit) fullscreen
Render frame set, render dest (416, 0, 2143, 1079 : 1728 x 1080)
Mouse control: on, base: 1.000000, speed: 2.000000
Mouse confined: (416,0)-(2143,1079) (1728x1080)
Attempt to switch gfx mode to 1630 x 1019 (32-bit) windowed
Succeeded. Using gfx mode 1630 x 1019 (32-bit) windowed
Render frame set, render dest (0, 0, 1629, 1017 : 1630 x 1018)
Mouse control: off, base: 1.000000, speed: 2.000000
Mouse confined: (0,0)-(1629,1017) (1630x1018)
***** ENGINE HAS SHUTDOWN
[close]

Crimson Wizard

@AGD2, log sais your desktop size is 2560 x 1080, is that two monitors, or 1 monitor with such res?

AGD2

It's one ultra-wide monitor. It just puts black on the sides if running in full-screen mode.

Crimson Wizard

#52
Quote from: AGD2 on Sun 23/02/2020 14:15:08
It's one ultra-wide monitor. It just puts black on the sides if running in full-screen mode.

The log sais, that when you run in fullscreen, you explicitly ask for a 1280 x 1024 mode (in config), and it tries to make one, with game rendered in 1280 x 800.
I don't know how this suppose to work on ultra wide monitors, but if, as you say, your monitor adds side borders on its own, then in this case you will probably have borders on all 4 sides: top and bottom borders are created by AGS, and side borders created by your monitor.

When you start in windowed and switch to fullscreen at runtime, AGS does not have information to guess which fullscreen you want (except for scaling mode), and instead tries to find a mode closest to the desktop resolution automatically, and it inits 2560 x 1080 mode, with game rendered in 1728 x 1080.
In this case you will only have borders from sides (created by AGS).

This is as much as I can gather.

Snarky

Quote from: Crimson Wizard on Thu 20/02/2020 20:50:34
@Snarky, btw, the above build also supposed to have the allegro fix that prevented from mouse & keyboard working under Wine, so could you make a quick test too, if you have time?

I've tested, and it works correctly in Wine for me. Thanks!

AGD2

#54
Quote from: Crimson Wizard on Sun 23/02/2020 14:37:27
The log sais, that when you run in fullscreen, you explicitly ask for a 1280 x 1024 mode (in config), and it tries to make one, with game rendered in 1280 x 800.
I don't know how this suppose to work on ultra wide monitors, but if, as you say, your monitor adds side borders on its own, then in this case you will probably have borders on all 4 sides: top and bottom borders are created by AGS, and side borders created by your monitor.

When you start in windowed and switch to fullscreen at runtime, AGS does not have information to guess which fullscreen you want (except for scaling mode), and instead tries to find a mode closest to the desktop resolution automatically, and it inits 2560 x 1080 mode, with game rendered in 1728 x 1080.
In this case you will only have borders from sides (created by AGS).

This is as much as I can gather.

Sorry, my previous description was a bit inaccurate. My monitor doesn't actually add black side-borders on its own in full-screen mode. For all games (including non-AGS games, newer games, and older DOS games launched in DosBox etc.) by default, it runs the game with the horizontal width completely stretched out to fill the entire screen. This is a well-known issue with ultra-wide monitors. There's a setting for Nvidia video cards to prevent it from auto-stretching horizontally and to get it to obey the game's aspect ratio (In Nvidia Control Panel: Display>Adjust desktop size and position> "Perform Scaling on: GPU" & checking the "Override the scaling set by games and programs" box).

With those Nvidia options, it displays all full-screen games at the correct vertical size (i.e. no black border at the top/bottom) and at the correct horizontal width, relative to the vertical height. The monitor/video card doesn't add any black side borders. Rather, it just centers the game screen and the unused monitor space to the left and right of the game screen remains solid black. This behaviour occurs when launching all games EXCEPT for AGS games.  The 4 black borders only get added when launching full-screen AGS titles. And the way you can tell there are added side borders is because they're a lighter shade of black than the natural solid black of the monitor. Non-AGS games don't have these borders.

AGD2

#55
Here are some photos of various games and how they display correctly on my ultra-wide monitor vs. how AGS games display on it:


Toonstruck

Quest for Glory 4

Mage's Initiation (AGS) - 4 borders and scaled-down screen

Crimson Wizard

#56
@AGD2, well, this is about how I imagined it, but then, what behavior is expected from AGS in case you are asking it to run in 1280 x 1024?


The borders on the top and bottom are there because engine has got display resolution 1280 x 1024, and asked to display game in that resolution at max, while keeping aspect ratio, which gave 1280 x 800 box. This creates borders on top and bottom (but not side ones).

My guess about the side borders is that they are probably added by the Nvidia driver, otherwise game would be stretched to whole monitor. I guess so, because AGS reports only 1280x1024 resolution, so it thinks it got as much.

I cannot comment on border colour, I don't know how Nvidia does that, and whether program itself may have any effect on it.


Perhaps, try running game in 1280x800?

AGD2

Quote from: Crimson Wizard on Sun 23/02/2020 21:20:18
Perhaps, try running game in 1280x800?

Ah, yes. this worked to remove the bordered windows in full-screen mode. It displays perfectly at full-screen now. Thanks for the suggestion! Looking at it closer in retrospect, I don't think a linear-type filter was actually being applied. It just looked like it was because the scaled-down screen window made all the pixels smaller so everything looked smoother.

BTW, is there any chance you might be able to look into the other two things I posted in this thread (the inconsistent dialog portrait mouth animation behaviour when toggling between voice and text-only modes and the IgnoreUserInputAfterTextTimeoutMs issue). I'm wanting to re-compile Mage's Initiation to master onto DVDs for our Kickstarter backers using v3.5.0 but it'd be nice to have those little quirks resolved for that definitive release if possible.

Crimson Wizard

#58
Quote from: AGD2 on Sun 23/02/2020 22:37:07
BTW, is there any chance you might be able to look into the other two things I posted in this thread (the inconsistent dialog portrait mouth animation behaviour when toggling between voice and text-only modes and the IgnoreUserInputAfterTextTimeoutMs issue). I'm wanting to re-compile Mage's Initiation to master onto DVDs for our Kickstarter backers using v3.5.0 but it'd be nice to have those little quirks resolved for that definitive release if possible.

Right, I've seen these, but kept forgetting to check them out.
Is any of these two a regression in 3.5.0, or they were both present earlier? I am asking because currently there are two development branches: one for patching 3.5.0, which I'd like to release ASAP for it contains few important crash fixes, and second branch is presumably for 3.5.1, containing few non-major updates.

What is your release deadline?

AGD2

#59
Quote from: Crimson Wizard on Sun 23/02/2020 22:52:29
Right, I've seen these, but kept forgetting to check them out.
Is any of these two a regression in 3.5.0, or they were both present earlier? I am asking because currently there are two development branches: one for patching 3.5.0, which I'd like to release ASAP for it contains few important crash fixes, and second branch is presumably for 3.5.1, containing few non-major updates.

What is your release deadline?

I just checked and both issues also occurred in v3.4.3.1.

I was hoping to get the game ported and mastered to DVD within a month.

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