Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AGD2

#41
Quote from: Crimson Wizard on Fri 25/08/2017 02:41:10
@AGD2, regarding the console problem you are having, do you actually build your game in debug mode? Just wanted to double check that.
Also, I do not remember if I asked before, have you tried replacing font 0 to something else (another TTF or WFN font) and see if that would work?

Interesting. I had been compiling the game with debug mode off, but I have a keycode in-game that allows me to set game.debug_mode to true, so that I can enable/disable it at will, while testing.

I just tried changing the "Enable Debug Mode" setting to "true" in the editor, and then re-compiling. This fixed the issue. (I didn't need to re-import or change any fonts). So I can confirm that the problem only surfaces if you compile with debug mode off and then turn it on in-game and then invoke the console... which is still an issue.
#42
Yeah, the V-sync setting seems to make no difference at all in regards to this issue.
#43
Quote from: Crimson WizardWhat drop value you have set for audio type, and do you change it in script somewhere?
I tested again, it works for me. Could anyone else try this out?

I have this line in both the game_start function and in the on_event eEventRestoreGame script:

Code: ags
Game.SetAudioTypeSpeechVolumeDrop(eAudioTypeMusic, 45);


Quote from: Crimson WizardDoes it work now when you use 3.4.0 or previous 3.4.1 beta?

Hmmm I just loaded up 3.4.0 and can confirm that it didn't work in that build either. I recall it working relatively recently, so I'm not sure what the issue could be. Probably something related to my own system, though.
#44
Thanks for the update, CW! I've tested it briefly, and I'm still running into a few issues. Here are my latest findings:

1)
Quote
- Fixed volume drop was not applied to audio clips which begin playing during speech voice-over (a very old bug).
- Fixed Game.SetAudioTypeSpeechVolumeDrop did not affect currently playing clips until next voice-over begins.

These fixes aren't working on my end. In this new build, the music volume doesn't drop at all, prior to (or during) character speech. It remains the same volume throughout.

2)
On Windows 10, I'm still getting a black screen when running the game in full-screen mode with the Direct3D driver. I can hear the music and sound, but I get no visuals - like the canvas is black. It happens both when running in full-screen mode initially, and also when toggling to full-screen from windowed mode with Alt+Enter. It displays fine in Direct3D windowed mode, just not in full-screen mode. Direct3D full-screen mode definitely used to work on Win10 in the previous AGS editor version, prior to OpenGL support being added, so it's got to be something specific to this build.

3)
QuoteThe Escape key doesn't work after you press CTRL. To re-enable the escape key, you need to press any other key in-game, other than CTRL.

This now seems to be fixed. I didn't see it listed in your post above, but thanks a million! Was it an intentional fix or a side-effect? In any case, it was a source of much frustration, so I'm glad to see it gone after plaguing me for a decade. :)

4)
Still getting the issue with the debug console text not being present. To recap: The game's color depth is 32-bit. Font 0 is a pretty small TTF font, but it's there. In previous versions, I'm sure it used the larger Font 3 (TTF), which is the same font I had set up in the editor for the "Custom text-window GUI" setting. I haven't since modified any of the new advanced font parameters. Maybe adding a way for users to set a specific console font/color in game_start function would be best?

It was also suggested in an earlier post that perhaps the font was set to white. Is that possible?

#45
QuoteThat works for me. But console is printed with the predefined font number (0). What kind of font0 do you have in your game? Have you modified any of the new advanced parameters for it (like line spacing and vertical offset)?
Also, what is your game's color depth (just in case)?

Font 0 is a pretty small TTF font, but it's there. In previous versions, I'm sure it used the larger Font 3 (TTF), which is the same font I had set up in the editor for the "Custom text-window GUI" setting. I haven't since modified any of the new advanced font parameters. Maybe having a way to set the console font independent of any other font would work best? The color depth is 32-bit.

QuoteRegarding everything else, I must take a break from AGS now for a couple of weeks. I will be able to look into these only after.

No worries!
#46
Thanks for the update! These Open GL tint improvements are excellent. Gave it a test and most things seem to be resolved.

I did, however, notice that two issues are still outstanding:

1)

This issue existed in 3.4.0, but I didn't get around to reporting it earlier:  If a queued music piece starts playing while character speech audio is in progress, the music volume will jump back up to the normal volume level (in the middle of speech), rather than adhering to the SetAudioTypeSpeechVolumeDrop value.


This one's still happening. Here's a video demonstrating it.

https://youtu.be/Oe0UlOpH6po

At around 15 seconds, the female character starts speaking. The currently playing music has almost reached its end, and another music piece has already been queued to play after it. At 18 seconds, the character is still speaking, and the music ends. The new queued piece immediately kicks in and it spikes back up to normal (loud) volume, instead of detecting that speech is still playing and making the new music adhere to the value of SetAudioTypeSpeechVolumeDrop.


2)

The Escape key doesn't work after you press CTRL. To re-enable the escape key, you need to press any other key in-game, other than CTRL.

I know this was an issue with Allegro 4. So, I just wanted to check if it's been resolved in Allegro 4.4 and whether a possible solution is now available after upgrading AGS to that version?


This has been an irritating quirk for some time in AGS. I presume this one hasn't yet been resolved in Allegro 4.4?

--EDIT--

Oh, and also this one's still an issue:

3)

Another thing I noticed is that pressing the Tilde (~) key to bring up the console results in a blank white console with no text in it. This happens for all three graphics drivers (D3D. OpenGL, and software).


And:

Quote from: Crimson Wizard
Quote from: AGD2For me, pressing ALT+ENTER to make the game enter full-screen mode doesn't work properly with the Direct3D driver. I just get a black screen. Pressing ALT+ENTER to put the game back to windowed mode makes the game screen visible again. (Note that it DOES work with both the Software and Open GL drivers - only Direct3D has the problem). My video card is a relatively recent ROG STRIX- GeForce GTX 1080 with the latest drivers, so it shouldn't have any issues.

Does fullscreen mode work from the start if you set it in winsetup?
Also, what is your operating system? Earlier we found that D3D may not work well on Windows 10.

Something weird I just discovered when testing this again with the D3D driver, is that even if I run the game from winsetup.exe and leave the checkbox unmarked to run in windowed mode, it launches into the game in full-screen mode and the screen is entirely black from the get go... even without me pressing ALT+TAB to toggle.  This didn't used to happen in previous versions of AGS. Running the game from winsetup.exe would always display properly in with windowed and full-screen mode under D3D, even on Windows 10. Seems that something exclusive to this version has stopped full-screen D3D from working.
#47
Yes, I can confirm that the latest acwin.exe fixes the issue with Theora videos not playing. Thanks!
#48
Another thing I noticed is that pressing the Tilde (~) key to bring up the console results in a blank white console with no text in it. This happens for all three graphics drivers (D3D. OpenGL, and software).

Also, in addition to ogg vorbis speech audio files not playing, .ogv theora movie files aren't playing either when I run the compiled game from my Compiled/Windows directory. Strangely enough theora movies do play if I hit F5 to test the game from the editor. But ogg vorbis speech files don't play on either occassion.
#49
Quote from: Crimson Wizard on Mon 19/06/2017 20:56:17
It should work with OpenGL already, does not it for you? I do not remember if I tested that properly though.

Oh, right, sorry, I just tested it and yes it does. I had mistaken it for the entry that said "OpenGL renderer does not support individual sprite tinting and light levels."

Any word on the other issues/bugs, particularly 3, 5, and 6? If you need more info about any of those, or need to know how to replicate them, let me know.
#50
QuoteNo, but in theory it should be trivial to make such command, and even save in-game changes to config.

Great, that would be useful.

QuoteDoes fullscreen mode work from the start if you set it in winsetup?
Also, what is your operating system? Earlier we found that D3D may not work well on Windows 10.

No, it doesn't seem to work if I set it in winsetup.exe and then run the game from there, either. I'm using Windows 10 64-Bit.

Is it possible that the RenderAtScreenResolution can be made to work with Open GL so that higher resolution character sprites can be used? That would bypass the need to use D3D.
#51
Great work on the new update, guys. A lot of excellent improvements here!

I've just tested this latest beta with Mage's Initiation. Apologies if any of this has already been reported - I haven't read the entire thread yet - but here are a few issues I ran into, as well as some questions:

1)

The first time I loaded the game into the editor and hit F5 to test compile, I got the following editor error messages. (I was able to resolve them by pressing F7 to rebuild the files, but figured I should report it anyway):

Spoiler

Error: Failed to open data file for writing: 'Compiled\Data\speech.vox'
Version: AGS 3.4.1.5

AGS.Types.AGSEditorException: Failed to open data file for writing: 'Compiled\Data\speech.vox'
   at ThrowManagedException(SByte* message)
   at make_old_style_data_file(String* , vector<AGS::Common::String const \,std::allocator<AGS::Common::String const > >* )
   at AGS.Native.NativeMethods.CreateVOXFile(String fileName, String[] fileList)
   at AGS.Editor.Components.SpeechComponent.RebuildVOXFileIfRequired(String voxFileName, String[] filesOnDisk, Dictionary`2 sourceFileTimes)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraOutputCreationStep()
   at AGS.Editor.AGSEditor.CreateMiniEXEForDebugging(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
[close]
AND:
Spoiler

A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: AGS.Types.AGSEditorException: Failed to open data file for writing: 'Compiled\Data\speech.vox'
   at ThrowManagedException(SByte* message)
   at make_old_style_data_file(String* , vector<AGS::Common::String const \,std::allocator<AGS::Common::String const > >* )
   at AGS.Native.NativeMethods.CreateVOXFile(String fileName, String[] fileList)
   at AGS.Editor.Components.SpeechComponent.RebuildVOXFileIfRequired(String voxFileName, String[] filesOnDisk, Dictionary`2 sourceFileTimes)
   at AGS.Editor.Components.SpeechComponent._agsEditor_ExtraOutputCreationStep()
   at AGS.Editor.AGSEditor.CreateMiniEXEForDebugging(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
[close]

2)

With RenderAtScreenResolution, is it currently possible to adjust this setting via the script when it's set to "User Defined" in the general settings pane? If so, how?

3)

In 3.4.1.5, I noticed that the mouse cursor gets locked to a very small corner at top-left of the screen on start-up if you put a Display() message in the game_start function. When you move the mouse while this Display message is visible, the white Windows system mouse pointer flickers, but the in-game mouse cursor doesn't move. This didn't used to happen in 3.4.0 and earlier AGS versions.

4)

For me, pressing ALT+ENTER to make the game enter full-screen mode doesn't work properly with the Direct3D driver. I just get a black screen. Pressing ALT+ENTER to put the game back to windowed mode makes the game screen visible again. (Note that it DOES work with both the Software and Open GL drivers - only Direct3D has the problem). My video card is a relatively recent ROG STRIX- GeForce GTX 1080 with the latest drivers, so it shouldn't have any issues.

5)

This issue existed in 3.4.0, but I didn't get around to reporting it earlier:  If a queued music piece starts playing while character speech audio is in progress, the music volume will jump back up to the normal volume level (in the middle of speech), rather than adhering to the SetAudioTypeSpeechVolumeDrop value.

6)

The Escape key doesn't work after you press CTRL. To re-enable the escape key, you need to press any other key in-game, other than CTRL.

I know this was an issue with Allegro 4. So, I just wanted to check if it's been resolved in Allegro 4.4 and whether a possible solution is now available after upgrading AGS to that version?

#52
AGS Engine & Editor Releases / Re: AGS 3.4.0
Fri 16/09/2016 03:11:32
Hooray! 'Grats. :grin:

BTW, I was going to post this in the RC2 thread, but noticed it was locked. So...

Our beta testers have noticed, when playing AGS games in full-screen mode on Steam, if the resolution displays black bars at the top & bottom of the screen, and you open and close the Steam overlay (Shift+Tab), then it leaves graphical artifacts of the Steam overlay permanently burned into those black borders. (Apparently ScummVM games had the same issue for a long time with the Steam overlay before it was finally fixed). Anyway, just a heads-up about it.
#53
Yeah, I can confirm that fixes it on my side, too. Well done!
#54
QuoteThat may be easy to check: if you delete it in local copy, git should suggest you commit the deletion of this file, which would mark it as deleted in remote repository too.

I've done just that. Someone else on another branch might have also had it still in their branch and perhaps it got back in via a merge. At any rate, I've also set it to be ignored in the .gitignore file. So, we'll see if it comes back or not.

QuoteI tested this out and my observations are that the window remains at background only when game is run in Direct3D mode, not in DirectDraw5 mode. Can you confirm that same occurs to you?

Yes, I have confirmed that it only happens with Direct3D mode too. In DirectDraw5 mode, it pops up with the "Game Aborted" Windows dialog box.

QuoteAlso, I do not have any crashes, it just hangs there until I switch to it in any way, and after that it terminates.

For me, the window hangs there in the taskbar, until I click it, then it maximizes (as a black screen) and shows the "Program Has Stoped Working" dialog box with a green bar searching for a solution.

Here's a video showing the crash. For some reason, you can't see the game screen (shows as white), but you can hear the moment I pressed ALT+X with the Windows 'ding' sound, and see the subsquent hung window on the taskbar and error messages.
#55
It's probably just that I had deleted it from my local directory, but that it had already been committed to git in the Speech folder, and it kept getting pulled back into my local copy. That's my guess anyway.
#56
Ah, yeah, that was it... again! Thanks.

Perhaps AGS could automatically delete the syncdata.dat file if it exists in the speech folder, rather than trying to parse it as a papagayo .dat file.

--EDIT--

Another issue I've noticed with v3.4.0 compiled games when running them at full-screen is that when they get closed down with ALT+X, the game remains on the taskbar and an artifact window (just a blank white screen) is left behind. Clicking on the taskbar icon maximizes the white window and a Windows dialogue box appears with a green progress bar and a spinning circle icon. It says "[Game Name] has stopped working. WIndows is checking for a solution to the problem..."

After that disappears, another identical window appears and does the same thing. Then it says "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available."

This is with Windows 10, but I also noticed it with Windows 7 and v3.4.0.
#57
Really strange. I just tried compiling it with both v3.3.5 and v3.3.4.2 and got the same error in both of those, too.

The game was compiled with v3.3.4 and I didn't encounter the error at any point in the past. (BTW, the game only uses .pam Pamela files and no .dat Papagayo files in the speech.vox file).
#58
When I try to compile Al Emmo's source code in v3.4.0, it's giving me a bunch of errors like this:

Non-numeric phoneme offset ' (which is then followed by a square symbol)   File syncdata.dat

I've never experienced this compile error before in previous AGS editor versions when using the same set of speech files and phonemes setup.
#59
Quote from: Crimson Wizard on Mon 08/08/2016 17:45:14
I found few issues related to setting Region's TintLuminance.
Most simple way to observe the problem is this:
1. Select Region in the editor and set UseColorTint = true with some TintLuminance value.
2. Save room, then reopen room. UseColorTint will be = false, and LightLevel is set to some seemingly arbitrary value instead.
EDIT: Hmm... I just realized this happens if you don't set TintSaturation, when it is 0, tint becomes cancelled. I am not sure this is how it worked before.

Actual issues:
1. LightLevel/TintLuminance value breaks when you reopen room. This occurs when you open room in the editor, because if you just set it once and save, in game they seem to work properly in general.
2. Glitched detection of whether light level or tint is set for the region (so far in Editor, I think engine works well in this aspect, but this needs more testing).
3. There is no Region.TintLuminance property in the script, to complement other readonly Tint* properties.
4. Region.LightLevel property returns meaningless values if colored tint is set (it should probably return default light level - 0).
5. Region.TintSaturation property returns light level instead of actual saturation, both in Light and Tint modes (this is remains of older implementation that I did not change when adding TintLuminance in this version).

EDIT:
6. In previous versions when you set ColourTint on, Saturation is 50 by default, but now it is 0 by default... which makes it easy to forget set it to something.

EDIT2:
Supposedly fixed version for test:
http://teamcity.bigbluecup.org/repository/download/AdventureGameStudio_Release/13066:id/AGS-3.4.0-RC1.zip

Spent some time with this, trying to see if I could get the same tinting glitches to surface, and have not been able to. Seems to be fixed now, thanks CW!  I'll keep an eye on it and let you know if I notice anything amiss.
#60
Quote from: AGD2We just came across another bug in AGS 3.4.

The Lightlevel on tints is automatically setting wrong values in the editor Room Settings field for TintLuminence. It auto-sets values >100 and both positive and negative, values that I have not set up myself.

It also returns different values to the ones I've actually set in the editor, in-game.


Quote from: Crimson WizardRegarding your question, that is documented that Region.LightLevel has different value range in the Editor, than in Engine, because of some compatibility reasons. This was like that since very old versions of AGS.
If that matches your issue, then it is not a bug, but enforced behavior (although I believe may be annoying), that should be kept in mind. Otherwise, I need some practical example of what you do and what you get - with exact numbers.

Speaking further about this, we may probably find a way to change this in future version.

I try and get the value of a region and get erratic values, even if, in the editor, they are set properly.

I set one to 100 in the editor, but in the game it was portrayed as 175 or 437 and I need to know the values to be able to custom tint my characters adequately.

We have the project history committed on GIT (well, Bitbucket), and I was able to track down the commit where the TintLuminence got changed. Nobody manually edited the values. AGS just seemed to adjust them by itself, after some changes were committed and pushed. After the game was recompiled, the values had adjusted to negative values (-8372) by themselves.
SMF spam blocked by CleanTalk