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Author Topic: AGS 3.5.0 - Patch 2 -- latest official version  (Read 3727 times)

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #20 on: 18 Apr 2020, 11:47 »
I was importing sprites last night and made a mistake with the 1st one. I forgot to change the transparent color from "top left" to "leave as is". No problem I thought, I'll just re-import the sprite... only the setting on the sprite did not got the new imported setting, but kept the old one. I did this 3 times, before I realize there was now a nice dropdown menu that lets you change this. While this is a very cool feature, I think that re-importing a new sprite (I used the "Import new sprite(s) from files...") should get the new imported setting, and not keep the old one.

To double check, you were doing "Import new sprite", and not "reimport from source", thus creating a completely new sprite, but it retained old properties? Do you mean that you deleted old sprite first, and the new sprite got same number?

Changing 1 sprite is faster by using the dropdown than re-importing it, yes, but it would be a pain to have to manually have to change 100 sprites later in the development, when you noticed they had the wrong setting on import.

Do you imply it needs changing multiple sprite settings at once, or something different?
« Last Edit: 18 Apr 2020, 11:49 by Crimson Wizard »

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Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #21 on: 18 Apr 2020, 12:24 »
Oops, I meant "Replace sprite from file..."  , not "Import new sprite(s) from files..."

Sorry.

I just did a few tests, and can't reproduce it anymore. Now it seems to be working right.  (wtf) Maybe I did something wrong and selected a wrong setting somewhere.  (roll)
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Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #22 on: 18 Apr 2020, 12:32 »
Oops, I meant "Replace sprite from file..."  , not "Import new sprite(s) from files..."

"Replace from source" (it really should read "update from source") should retain old properties. "Replace from file" must let you set new ones, as it implies creating a completely new sprite entry in place of old one.

EDIT: Okay, I now remembered, after testing, - when you do "Replace from file" it sets up initial values in the import window to be equal to values from previous import. Frankly, not sure why, as you may want to replace with completely different sprite... but then again, AGS sprite import logic is a bit flawed.
Maybe there was a user request to do so, but I forgot the details.
« Last Edit: 18 Apr 2020, 12:37 by Crimson Wizard »

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Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #23 on: 18 Apr 2020, 15:05 »
Has something changed with the encoding of translation files between 3.4.x and 3.5.0 patch 2? All my special characters in all my translations (French, Italian , Spanish...) are now displayed as several random characters. For example, è is now displayed as ï¿Ö even though I do have è in my font. Did we switch to full-blown Unicode or something?
 

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #24 on: 18 Apr 2020, 15:28 »
Has something changed with the encoding of translation files between 3.4.x and 3.5.0 patch 2? All my special characters in all my translations (French, Italian , Spanish...) are now displayed as several random characters. For example, è is now displayed as ï¿Ö even though I do have è in my font. Did we switch to full-blown Unicode or something?

I don't think anything changed in that regard. Please double check that TRS files are saved as ANSI, not UTF8 etc.

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #25 on: 20 Apr 2020, 00:55 »
Lord C, rongel and Lukey J, I finally managed to reproduce the problem you were having, or at least I think it has same root.

The crashes begin if you make the text in the object selection field too long. I don't know how did you do that, maybe this depends on monitor settings too (different resolution, font sizes, and so on), but what I did was creating a room object and giving it a very long name, something like "AAAAA_BBBBB_CCCCCCC_DDDDDDDD_FFFFFFFFF".

If the line is too long this control begins to wrap it, replacing words with "...", and eventually glitches begin to occur (selection not working, crashes, and so on).

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #26 on: 20 Apr 2020, 15:51 »
Lord C, rongel and Lukey J, I finally managed to reproduce the problem you were having, or at least I think it has same root.

I think you're right. I made a quick test too, created a new game, added an object, and gave it a name "oStreetlamp_Walkbehind" (same name that I had trouble with before). Everything seems to work, but when I close the program and start again, I get the error when trying to edit the room in editor. This time I tested to remove the .user file, and it works, until I close the program again.

Looks like the allowed number of letters is only around 21, "oStreetlamp_Walkbehin" works without error message. Weirdly "oStreetlamp_Walkbehinx" works too, but "oStreetlamp_WalkbehinX" with a capital X doesn't...

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #27 on: 20 Apr 2020, 18:41 »
Looks like the allowed number of letters is only around 21, "oStreetlamp_Walkbehin" works without error message. Weirdly "oStreetlamp_Walkbehinx" works too, but "oStreetlamp_WalkbehinX" with a capital X doesn't...

This is because it is not related to number of characters, but the graphical width of the full text line in the GUI, in pixels.

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #28 on: 28 Apr 2020, 18:11 »
Lord C, rongel and Lukey J, I finally managed to reproduce the problem you were having, or at least I think it has same root.

The crashes begin if you make the text in the object selection field too long. I don't know how did you do that, maybe this depends on monitor settings too (different resolution, font sizes, and so on), but what I did was creating a room object and giving it a very long name, something like "AAAAA_BBBBB_CCCCCCC_DDDDDDDD_FFFFFFFFF".

If the line is too long this control begins to wrap it, replacing words with "...", and eventually glitches begin to occur (selection not working, crashes, and so on).

Thanks for getting back to us!

But when I create a walk-behind area, I don't give it a name, it just has an ID.
Regardless, when I delete the RoomXXX.crm.user file after the error occurs, it seems to be fixed and I can edit the room again.

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #29 on: 28 Apr 2020, 18:29 »
But when I create a walk-behind area, I don't give it a name, it just has an ID.

I don't know, it's the only way so far that I was able to reproduce similar error.
We are currently looking into this, and maybe when there's a fix you could try and tell if that was fixed for you too.

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #30 on: 30 Apr 2020, 18:03 »
Okay, thank you very much in advance!

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #31 on: 28 May 2020, 00:56 »
Lord C, rongel and Lukey J, sorry for long wait. There's a temp build prepared that you may download here: https://cirrus-ci.com/task/4504037129191424
(choose either installer or archive)

Please tell if this version fixes the room "user file" problem for you.

Re: AGS 3.5.0 - Patch 2 -- latest official version
« Reply #32 on: 30 May 2020, 08:03 »
Thanks! I'm away for the weekend, but will test this next week.