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Messages - Crimson Wizard

#341
AGS 3.6.0 - Patch 13
Full release number: 3.6.0.60


For Editor
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For Android
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NOTE: the Editor now includes Android build component letting you prepare your own games for Android
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For Engine/Editor developers
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Released: 5th April 2025

Previous stable version: AGS 3.5.1 P20 forum thread


This release is brought to you by:

- Alan v. Drake (improvements, fixes)
- Cameron Cawley [ccawley2011] (fixes, improvements to SpriteFont plugin)
- Crimson Wizard (stuff :))
- Dominik Mierzejewski (fix)
- Donovan Watteau (fix)
- eri0o (updated Android port, Web port, Editor improvements, etc)
- fernewelten (new fonts outlining, improvements to script compiler, fixes)
- Francesco Ariis (fixes)
- Morgan Willcock (improving templates, help with CI)
- Pablo Navarro [panreyes] (fixes)
- ChamberOfFear (improvements)
- rofl0r (fixes, suggestions)
- sonneveld (porting engine to SDL2)
- Thierry Crozat (fixes, plugin update)
- vga256 (fixes)
- Walter Agazzi (fixes)


Summary

AGS 3.6.0 is another big change to AGS.
First of all, this release presents a SDL2-based engine. For about 2 decades AGS engine was based on Allegro 4 graphic library, which was discontinued somewhere in the early 2010-ies (only received few patches since). There was an intent to move to to Allegro 5 or SDL since, but for various reasons this task was continuously postponed. Now it's done.
Secondly the Editor and Engine now have full Unicode support. This means that you may use any language whatsoever in scripts, object descriptions and custom properties, as well as translations; so long as you also provide proper unicode fonts.
Third, we have finally expanded a list of platforms that the Editor can build for: now this includes Android and Web (Emscripten) port.

There are much more changes and improvements in this release, check out the full list of changes below.
Also, please be sure to read "Upgrading to AGS 3.6" topic in the manual: https://adventuregamestudio.github.io/ags-manual/UpgradeTo36.html



Changes in the Patch 13:

Editor:
 - Fixed translation compiler mistreating escaped opening bracket in a text line (`"\["`); it must keep it as-is, because "[" char is a old-style line break in AGS.

Engine:
 - Fixed loading translation entries larger than 1024 bytes.

WinSetup:
 - Fixed "Save and Run" command sometimes caused 2 engine processes, one of which terminated later.
   This did not prevent a game from running, but could result in temporary CPU and memory overload.


Changes in the Patch 12:

Engine:
- Fixed deleted DynamicSprite which is still assigned to a mouse cursor may cause engine's sprite cache to enter a corrupt state, eventually leading to a crash.


Changes in the Patch 11:

Editor:
- Fixed exception in Room Messages editor occuring if a certain game's Character is missing.

Engine:
- Fixed disabled GUIs not hiding their controls if "Hide all their controls" disabled style is set in General Settings, and game is run with Direct3D or OpenGL renderers.
- Fixed "greyed out" GUI controls leaving traces on parent GUIs when running with Software renderer.
- Fixed text parser in Dialog Options not working correctly if "new key handling" mode is on.
- Fixed DynamicSprite.SaveToFile() return value was inverse (regression in 3.6.0).
- Fixed engine crash in GetHotspotProperty() if the function is called with invalid ID.
- Fixed room Camera may fail to restore its position in the room after loading a save.
- Fixed fonts may not be assigned correct parameters when a new game is launched by calling RunAGSGame() in script (regression since 3.6.0 or 3.5.*).

Compatibility:
- Fixed engine refusing to load saves made by 3.2.0 engine, although being capable to do so.


Changes in the Patch 10:

Editor:
- Fixed a warning condition for copying 32-bit bitmaps to a desktop clipboard of less color depth.
- Fixed keyboard shortcuts for GUI Editor's Copy and Paste commands.
- Fixed a rare exception when scrolling the room in the editor.
- Fixed "Auto-number speech lines" and "Create voice acting script" operations failing if a Character's name contains underscore.

Compiler:
- Fixed escaped character literals not being parsed correctly. This makes character literals like '\n' and '\t' actually work in script.

Engine:
- Updated SDL_Sound library to 2.0.3.
- Improved OpenGL texture management, which should result in less system and video memory spent on sprite textures.
- Fixed Character.AddWaypoint() potentially using wrong walkspeed, if multiple characters or objects are ordered to start a non-blocking move in a mixed order.
- Fixed Character.AddWaypoint() is using incorrect speed if this room has a non 1:1 mask resolution, and "Scale speed with mask resolution" setting is enabled.
- Fixed Overlay.Create() crashing the engine if a non-existing sprite is passed as an argument.
- Fixed Say("...") command get stuck in endless loop if Speech.DisplayPostTimeMs is non-zero.
- Fixed PlayFlic() not working if called second time in game. This is likely a regression since 3.6.0.
- Fixed NumPad keys not handled properly by the engine (in on_key_press, IsKeyPressed, and TextBox control). This is a regression since 3.6.0.
- Fixed OpenGL renderer causing scaled sprites to have colored outlines sometimes while using Linear filter.


Changes in the Patch 9:

Engine:
- Fixed engine incorrectly reporting a script loading error, which may occur if the total size of script's global variables is bigger than the size of the compiled bytecode.


Changes in the Patch 8:

Editor:
- Fixed command "Crop sprite edges" in the Sprite Manager would copy import settings from the completely unrelated sprite onto the cropped one.

Engine:
- Fixed `@GAMENAME@` label not updating if Game.Name property is changed at runtime.
- Fixed System.ColorDepth was reporting a final display resolution, while it should report game's native resolution for historical reasons.

Compatibility:
- Fixed "upscale" mode not working for "default" game resolution in pre-3.1 games (the hidden meaning of "default" is 320x200 also).

Windows:
- Fixed a rare bug when the Windows engine could fail loading the game for no good reason.
  This error is related to a bug in Windows SDK 8.1.


Changes in the Patch 7:

Editor:
- For Android build target disabled compression of `.ags` and `.vox` assets, as that slows down engine streaming resources (sprites etc).
- Fixed Editor failing to start if user preferences file is corrupted
  (this is a second fix, complementing one done in AGS 3.5.1).
- Fixed RAM use spiking fast during batch sprite reimport from sources, which could randomly lead to program errors.
- Fixed Dialog properties displaying internal values not meant to be seen by a user.
- Fixed selecting parent GUI after its control did not display GUI's own properties in the Properties Grid.
- Fixed Editor generating deprecated settings in the default config file.

Engine:
- Fixed GUI controls unexpectedly clipping parts of text even if "controls clip contents" setting is disabled, in case when their Font has VerticalOffset property set.


Changes in the Patch 6:

Editor:
- Fixed GUI editor could display selection rectangle from a different GUI editor pane, if two or more are displayed on screen at the same time.
- Fixed Script editor not marking "autoptr" and "builtin" as keywords.
- Fixed Script editor not applying color theme to character literals.
 
Engine:
- Made String.Chars and Length properties work faster in ASCII mode.
- Issue a warning when blocking Display or Say commands are called during fade-out.
- Fixed engine failing to startup sometimes if controller device subsystem failed to init (it should not init at all in this version, as we do not support joysticks yet).
- Fixed "Before fade-in" event could be called recursively under some peculiar conditions (regression since 3.6.0).
- Fixed buttons on a non-clickable GUI were still changing to "mouse over" graphic under cursor.
- Fixed button click not registered if it has been made not visible and visible again during a single game frame (regression since 3.6.0).
- Fixed TextWindow borders drawn behind the rightmost corner pieces, which may be seen if the edge sprites are half-transparent.
- Fixed a brief black screen flash occuring right after the video playback ends (regression since 3.6.0).
- Fixed engine refusing to load legacy saves if the audio clip count does not match (number of audio clips should not affect saves).
 
WinSetup:
- Added an option to disable "smooth scaled sprites" setting.
- Added an option to disable language selection.
- Made filter names in "disabled" section treated in case insensitive way.


Changes in the Patch 5:

Editor:
- Reimplemented multiple sprites properties editing in the Sprite Manager. This ability was dropped in 3.5.0 unintentionally.
- Fixed Autocomplete not treating certain struct members as "static" or "protected" if their declaration is too long.

Engine:
- Fixed Character.WalkStraight() was resetting walking animation if called during walking.
- Fixed Character's idle animation getting reset to frame 0 when the speech is played without a valid speech view (idle animation should continue playing in such case).
- Fixed idle animation sometimes not starting immediately after Character finishes walking.
- Fixed a crash occuring if script tries to get or set a custom property for a non-existing Room Object (this seem possible to do by iterating over `object[]` array).

Compatibility:
- Implemented "legacysave_assume_dataver" override option in config, which lets to instruct the engine which game data version to assume when restoring legacy (pre-3.5.0) saves. This "hack" appeared to be necessary because of a mistake done during development of the older engine versions, where the save format was changed, but engine was made to rely on the game data version instead of incrementing save format index.
- Implemented "legacysave_let_gui_diff" override option in config, which lets the engine to read less gui elements from restored save than the number registered by the game. This is to emulate a (possibly unintended) effect in pre-3.5.0 saves.
- Fixed engine could try to load game data from game.exe without checking whether data is actually appended to it when restoring a legacy save in a game with a different file structure.
- Fixed number of GUI elements were not tested when loading a legacy save, which could lead to GUI data getting overwritten incorrectly without a warning if number of controls changed since. If the test failed, engine will act according to "legacysave_let_gui_diff" config option: either quit with error or log a warning and continue.

Plugins:
- Fixed potential "index out of bounds" exceptions in the built-in PalRender plugin.

Templates:
- In "Verb Coin" template fixed action label could be updated incorrectly if the cursor was moved over buttons on any other GUI.


Changes in the Patch 4:

Editor:
- Export Game's Title into translations.
- Fixed Game.agf was not created after importing a 2.* game project (regression in 3.6.0).

Engine:
- Character.AnimationVolume property is now applied to the portrait animation as well.
- Removed few of the less important game messages from logging, because they may quickly clutter the log under some circumstances.
- Fixed when animating a character portrait, the first frame's linked sound is not played.
- Fixed IsSpeechVoxAvailable() returning positive result if run from IDE and Speech folder is empty.
- Fixed speech and messages were skipped by modifiers and other special keys (Ctrl, Alt, etc).
- Fixed crash occuring when you resize DynamicSprite while it is displayed on screen.
- Fixed audio clip started right before a ChangeRoom would not play until after the room changes.
- Fixed in Software display mode the room Overlays may not be properly covered by a walk-behind under very specific conditions.
- Fixed System.Log() would cause engine crash if there are more format placeholders than args.
- Fixed some game options that are not allowed to be changed at runtime could still be overwritten when restoring an old save, leading to a weird game behavior.


Changes in the Patch 3:

Editor:
- Don't error when loading a room file which has unsupported number of events, instead these will be cut out. This may let e.g. use room templates from newer versions of AGS.
- Sprite's default property is changed from deprecated Resolution setting to SourceFile.
- Fixed full spritefile recreation would write duplicate sprites into the spritefile, if game project (Game.agf file) contained multiple sprites with same ID for any reason (for example, if they were added by manually editing Game.agf).
- Fixed importing SCI fonts with >128 chars.
- Fixed font preview did not properly display characters with indexes 128-255.

Engine:
- Fixed "noloopcheck" script function modifier was not handled correctly sometimes.
- Fixed a button with inventory placeholder did not update immediately when the active inventory is set.
- Fixed textual GUIs were not redrawn immediately after a call to SetGameOption(OPT_RIGHTTOLEFT).


Changes in the Patch 2:

Common:
- Fixed a TTF font could cause a crash in the Editor or the Engine if the font renderer tries to draw a letter with higher number than the highest glyph number in the font.

Editor:
- Added "Restore all sprites..." command to the Sprite Manager's context menu (this duplicates the "File -> Recreate sprite file" menu command added previously).
- Refresh Sprite Manager after fully recreating a sprite file.
- Sprites will now hide their "Resolution" property if the game settings have "Allow relative asset resolutions" disabled. This is to avoid user's misuse of this property.
- Fixed a minor memory leak occuring when editing a tree item's label in Project Explorer.

Engine:
- Engine will now find and load plugins in the game dir when run from a different location.
- Fixed crash occuring if Character was told to FaceLocation while "Turn to face" game setting is enabled, and character's View does not have enough loops.
- Fixed Character resetting current non-blocking animation if it was ordered to Move, as soon as it arrives at destination.
- Fixed crash occuring if a GUI button was somehow set a negative NormalImage number.
- Fixed "bad script stack" error could be sometimes displayed if the game was aborted in the middle of running a script.


Changes in the Patch 1:

Editor:
- Fixed room's deprecated setting LegacyMusicVolumeAdjustment not applied correctly.

Engine:
- Fixed Room Objects whose dynamic sprite was deleted in "leave room" event becoming invisible during fade-out transition. Logically this has to happen, but historically they kept displaying until the transition end, so we restored this behavior for compatibility, and simply because there's no "after fade-out" event in the engine yet to delete these sprites.
- Fixed Game.StopAudio() fails to remove queued clips if no particular audio type id is requested.
- Fixed performance regression in the script related to long loops (regression in 3.6.0).
- Fixed memory leak occuring when printing text in Right-to-left mode (regression in 3.6.0).
- Fixed rare mistake during text wrapping which may occur if a Unicode text is cut in the middle of the word.
- Fixed playing certain WAVs caused game to freeze forever on exit.

Compatibility:
- Fixed frame-linked sounds not playing in the games made before 3.6.0.
- Allow game to call DynamicSprite.Create() with negative size, clamping it to 1x1.

Templates:
- In Sierra-style template fixed "mouse over" graphic for the "Load" icon.



What is new in 3.6.0

Common features:
- Full Unicode support for all game texts: game properties, scripts, translations, input.
  ASCII/ANSI mode is still working, for backwards compatibility. This may be configured in the game project.
- Extended sprite compression options: lossless storage optimization for 16- and 32-bit sprites; LZW compression option for sprites in addition to existing RLE compression.
- GUI controls may now be told to clip their contents, which means that nothing gets drawn outside of their borders (as defined by X, Y, Width, Height properties). The only exception is Sliders, which are more complicated.
- The historical TTF fonts' "fixup" that altered their height and vertical offset is now optional and works only if backwards compatible option is set.
- Max number of AudioChannels is now 16 (was 8).
- Removed game Cursors hard limit (was 20).
- Increased Room Objects limit to 256 (was 40).
- Discontinued "Windows Game Explorer" support in both Editor and Engine.

Editor:
- Editor requires .NET Framework 4.6 to run.
- Added Android build target support (requires "Android component" installed).
- Added Web/Emscripten build target support (requires "Web build component" installed).
- Expanded UI color theme format, support global color options and allow missing entries.
- Script editor works in unicode mode.
- Added "Text format" option in General Settings which lets switching between ASCII/ANSI and Unicode (UTF-8) modes. This defines which format the game texts will be written in, when saving the game project and compiling the game.
- Added "Use old-style keyboard handling" option to the General Settings, which lets select between classic key press handling and new one meant for unicode chars support in scripts.
- Supports compiling UTF-8 translations. TRS file now has "Encoding" setting that tells how to interpret this TRS text.
- Added support for building multiple speech voxes, by taking files from the Speech subfolders.
- Added support for adding custom files into the game package. This is done by assigning a list of directories to "Package custom data folder" option in General Settings.
- Editor now copies a acsetup.cfg file from the project's root folder (if one is provided by) as a base for generating default config file. Settings from Default Setup will be written over, but other found options won't be removed.
- Added "Sprite file compression" option in General Settings, replacing "Compress the sprite file" option. The new option allows a selection of compression algorithm used for sprites.
  Currently supported: None, RLE (old default compression) and LZW.
- Added "Enable sprite storage optimization" option to the General Settings, that permits the editor to repack sprites in a different storage format, reducing their disk size whenever possible. This option may be used alongside with the sprite compression. Note that this does not change how the sprites work in game.
- Added "GUI controls clip their contents" option to the General Settings.
- Added "TTF fonts height used in the game logic" option to the General Settings, that makes your game use real font's pixel height when arranging text and text-based UI elements, as opposed to the nominal font's size.
- Added "Touch to Mouse Emulation", "Touch to Mouse motion mode" and "Display FPS on Screen" to Default Setup. Removed few deprecated options.
- Added "TTF font adjustment" property to Fonts, as well as to General Settings where it serves as a project default for the new fonts. This property lets you choose between "no changes" and backward compatible TTF fixup meant to keep fonts made for AGS displayed as they were meant to.
- In the "Import TTF" dialog added a choice to import the size closest to the given pixel height.
- Fonts now have Auto Outline Style and Auto Outline Thickness properties.
- Fonts now have a readonly Family Name field, that lets user see the original name of a font they've imported (if available).
- Added IdleDelay property to Characters that lets you set time needed to pass before IdleView is activated. This is equivalent to the Character.SetIdleView script function.
- Added Character.IdleAnimationDelay property to let setup idle view's animation speed.
- Added Cursor.AnimationDelay property to let setup cursor's animation speed.
- The TextWindow edges now have distinct names in the dropdown list of the property grid.
- Rooms created from a Blank template will now have default background of a game's resolution.
- When creating new room objects they will now have their script names set to some default value.
- Added Room.BackgroundAnimationEnabled property to let have disabled animation on room load.
- Editor will now create an empty sprite file if one is missing in the game project. Any existing sprite descriptions in the project will be kept, letting user to reimport these from sources.
- Added "File -> Restore all sprites from sources" menu command.
- Added "Apply" button on editor's Preferences dialog.
- In Preferences replaced "Import Color Theme" with a "Open Theme Folder", as a temporary solution for managing theme files.
- Select script editor's font in the editor's Preferences.
- Added "Help" option to the editor pane's tab context menu.
- Upgraded script editor to Scintilla 3.21.1 and ScintillaNET 3.6.3.
- Cursor's position in script is now displayed on the status bar.
- Dialog scripts now too can open help topics for keywords or script functions under cursor on F1.
- Added zoom controls for the Sprite Manager, Character, Cursor, Inventory and View panes.
- Sprites may now be imported by drag'n'drop into the Sprite manager.
- In sprite manager's context menu added command "Create source files for all sprites with missing / external sources..."
- In sprite manager's context menu added (restored) command "Replace sprite using previous files".
  Also made "previous file" remembered consistently whenever a sprite is imported or replaced.
- In sprite manager's "export all" dialog added "skip if inside project's folder" option.
- In sprite manager's "export all" dialog added "reset tile settings" option.
- On the View pane the frames having set delay and linked sound will be now indicated with icons.
- Editor no longer errors and fails when opening a game project with some script files missing.
- Editor no longer errors on empty translations when compiling the game.
- Editor now exports values of the string type Custom Properties to translations.
- Editor no longer prevents exporting string arguments from Get/SetTextProperty calls to TRS file.
- Editor now cleanups spritefile on game load, identifying any data not referenced by the project and marking it for deletion.
- Fixed editor silently enabling all available Build Targets when upgrading a pre-3.4.0 project. This could be very inconvenient as there are several of them supported now.
- Fixed open folders in the Project Tree were collapsing whenever you create a new subfolder or change an object's name in properties.
- Fixed editor was not preventing from entering Character's and AudioClip's ScriptName too long for the engine to handle.
- Fixed Image and View properties in various objects were allowing negative values.
- Fixed some of the object previews (at least GUI) could crash if user entered a non-existing sprite's number as an Image property.
- Fixed editor displaying unhandled exception if the script which user is trying to open was missing. Instead it will now open a blank script.
- Fixed room editor was suggesting to save the modified room even if no changes were made.
- Fixed a recently imported sprite could be displayed incorrectly scaled up in the room editor for high-resolution games, if the "Allow relative asset resolutions" was enabled in General Settings, and the sprite 0 had "Resolution" property set to "Low".
- Fixed program crash occuring on sprite's import if failed to open a source file for any reason.
- Fixed View animation preview stopping at frame 100 (if loop contains over 100 frames).
- Fixed going to a "find all" result in dialog script did not highlight the found text, and sometimes did not scroll down to it.
- Fixed "Goto Definition" not working for Enums and Defines (macros).
- Fixed script autocomplete sometimes was not updated right after opening a script.
- Fixed script autocomplete for function calls was mistreating commas in strings and inline comments as if they were separating actual parameters.
- Fixed script autocomplete was not displaying members of extended structs if the parent struct was declared in another header.
- Fixed script autocomplete was not working for enum names.
- Fixed structs and enums were not highlighted if declared inside a script's body.
- Fixed in dialogs numbers inside names were incorrectly highlighted as numeric values.
- Fixed matching or mismatching braces were not highlighted consistently at all times in regular and dialog scripts.
- Fixed crash occuring when user was trying to set breakpoint on the very last line in script.
- Fixed few editor panes were not opening correct help topics in F1.
- (Possibly) fixed error message text in the runtime error popup could be drawn partially beyond the popup borders if the user's system has text scaling option enabled.

Compiler:
- Support unicode character literals.
- Support using float literals when defining default values for function arguments.
- Support hexadecimal number literals (e.g. "0xABCDEF").
- Removed 500-characters line limit.

Script API:
- Expanded `on_key_press` callback, now supports two parameters: key code and key modifier flags.
- In the new key handling mode `on_key_press` is called for each actual key press;
  e.g. combinations like Ctrl+Z will result in two `on_key_press` calls, one with eKeyCtrlLeft and second with eKeyZ; added support for "NEW_KEYINPUT_API" macro in scripts.
- Implemented new `on_text_input(int ch)` callback which is called when the engine receives a printable character. This callback is essential for handling unicode chars in script.
- Similarily, expanded `dialog_options_key_press` with the third `mod` argument, and implemented `dialog_options_text_input` callback for receiving unicode chars during the custom dialog options state.
- Implemented `dialog_options_close` callback which is called when custom dialog options are removed from the screen. This allows to perform any required cleanup.
- Added eEventEnterRoomAfterFadein event for `on_event` callback, which corresponds to "enter after fade-in" room event.
- Added eKey constants for Shift, Control and Alt keys.
- Added eKeyMod enum for key modifiers constants.
- String.AppendChar(), ReplaceChar() functions and String.Chars[] property are now working with the unicode characters.
- String.Format("%c") specifier will now be able to print unicode characters.
- Extended Button.Animate() to have blocking style, direction and starting frame parameters, thus matching other Animate commands (of Character and Object).
- Extended all Animate() commands by adding "volume" parameter, that defines volume of the frame-linked sounds for the duration of this animation.
- Added Character.AnimationVolume, defining volume of the frame-linked sounds.
- Added Character.IdleAnimationDelay to let control idle view's animation speed.
- Character.Scaling is no longer limited by a range of 5-200 (now supports 1-32767).
- Hotspot.Name and Object.Name may now be set in script.
- Added Object.ManualScaling and Object.Scaling.
- Deprecated Object.IgnoreScaling (use Object.ManualScaling instead).
- Object.SetView default loop & frame values are now 0 (was -1 which retained loop and frame indexes from the previous view, often unexpected to the user).
- DrawingSurface.DrawImage() and DrawSurface() now support optional source rect coordinates.
- Added functions for getting DrawingSurface of room masks: GetDrawingSurfaceForWalkableArea(), GetDrawingSurfaceForWalkbehind(), Hotspot.GetDrawingSurface(), Region.GetDrawingSurface().
- Added new delay parameter to Mouse.ChangeModeView() to let control cursor's animation speed.
- Added Game.ChangeSpeechVox() and Game.SpeechVoxFilename, support switching the voice-over pack.
- Added Mouse.AutoLock property that toggles automatic mouse lock inside the game window.
- Added Room.Exists().
- Added System.Log().
- Added SkipWait() that skips any active Wait() function.
- Added WaitMouse() to complement existing Wait functions.
- Added InputType enum which defines input devices and lets create their sets as flags.
- Added WaitInput(), a more generic and extendable function that accepts a combination of flags telling which input types to wait for.
- All Wait* functions now may have infinite timeout if you pass a negative timeout parameter.
- All Wait* functions now return the reason they were skipped: a combination of InputType flag and a respective key or button code.
- Added GUIControl.Transparency property.
- Added Overlay.CreateRoomGraphical and CreateRoomTextual. Use these two functions to create "room overlays": that is - overlays that display a sprite inside the room, sorted among other room objects, characters and walk-behinds.
- Added readonly Overlay.InRoom property that tells if this is a room or screen overlay.
- Extended Overlay.CreateGraphical() with a new "clone" parameter that tells whether to assign a sprite index, or make a sprite's copy owned exclusively by this overlay. The former will save program memory but make overlay update if the sprite is edited later. The latter is meant primarily for backwards compatibility.
  Overlay.CreateRoomGraphical has the same param.
- Added Overlay.Graphic property that lets you change overlay's sprite after it's created.
- Added Overlay.Width and Height properties, that let you freely scale existing Overlay.
- Added readonly Overlay.GraphicWidth and GraphicHeight properties that let read original overlay's graphic size, as not all overlays hold a sprite reference (e.g. textual overlays).
- Added Overlay.Transparency property.
- Added Overlay.ZOrder property that lets you sort Overlays among themselves and other objects in the same "game layer": screen overlays are sorted among GUI, while room overlays are sorted among room objects, characters and walk-behinds.
- Added Speech.TextOverlay and Speech.PortraitOverlay for accessing blocking speech overlay and portrait overlay respectively.
- Added Game.BlockingWaitSkipped which tells the result of the last blocking wait skipping, also including result of the blocking speech skipping.
- SkipSpeechStyle now supports eSkipNone mode; when used it will disable any kind of skipping, such speech can be only skipped by a direct command from script.
- Extended Screen.ScreenToRoomPoint() with an optional "restrictToViewport" argument, which lets to choose whether tests over empty place result in conversion through the default viewport or a null pointer.
- Added AudioClip.PlayOnChannel().
- Added AudioChannel.Pause() and Resume() functions, and IsPaused property.
- Added AudioChannel.SeekMs(), complementing PositionMs (as the Seek() function interprets position differently depending on the audio format).
- PlayVideo() now supports an option to play both game's and video's audio track simultaneously.
- Added File.WriteRawInt() to complement ReadRawInt().
- File paths in script now support $DATA$ token, which tells to read files from the game package. This only works for read operations. Functions that support this token currently are:
  File.Open(), DynamicSprite.CreateFromFile(), ListBox.FillDirList().
- Debug(2, 0) command that displayed walkable areas is superceded by Debug(2, n), where "n" is a mask type: 0 - none, 1 - hotspots, 2 - walkbehinds, 3 - walkable areas, 4 - regions. This command also works as a toggle switch, calling it with the same mask index will turn it off.
- Debug(5, n) command that displayed character's walk paths now also works as a toggle switch.

Engine:
- New SDL2-based backend for graphics, audio and input.
- Hqx graphic filters discontinued (could be temporary).
- Windows-only DirectMedia video playback discontinued (could be temporary).
  Only OGG/OGV videos are kept supported at this point.
- Support resizing game window on desktop systems.
- Support "borderless full-screen window" mode in addition to the real (exclusive) fullscreen.
- Support for switching vertical sync at runtime with Direct3D/OpenGL renderers. Also enable vsync in windowed mode too.
- Unicode (UTF-8) text support: engine can now switch between ASCII and UTF-8 text mode. This is controlled by both game's OPT_GAMETEXTENCODING setting and translation's "Encoding" setting: they tells whether to interpret game texts as UTF-8 or ASCII/ANSI.
- Support optional translation's "GameEncoding" setting: it hints the original game's codepage to help with their conversion. This is mostly meant for translating existing older (ANSI) games.
- Engine now supports using real pixel height of the TTF fonts when arranging text and UI elements on screen; using nominal import size of the font is used as a compatible mode for the old games.
- Also supports separate "normal" and backward compatible "fixup" modes when initializing TTF fonts, letting to display both common TTFs and ones made specifically for AGS in the past to display as they were meant to be.
- Supports scripts using functions and variables from any other scripts, regardless of the script module order in the project.
- Removed limit of simultaneous Button animations.
- Removed limit of Character followers.
- Removed Overlay limit.
- Character.SetWalkSpeed() is no longer restricted by an arbitrary limit of 50.
- Process character's idle view based on real game speed, not hardcoded 40 fps.
- Improved file writing times (e.g. when doing a game save) by using buffered file stream. Initial tests showed 50% faster file writing.
- Engine now renders GUI controls as separate textures when using hardware accelerated renderers. This may significantly improve performance in the high-resolution games and games with large number of GUI elements on screen.
- Engine now shares the video texture data for all game objects on screen sharing same sprite. This improves performance in case there are multiple objects which use same image.
- Various performance optimizations for both raw drawing and texture updates (Direct3D/OpenGL).
- Engine now ensures that in threaded audio mode the AudioChannel's state only changes once the game is updated, and not while the game script is running. This prevents situations when the clip could begin playing before all properties are set in script, or when AudioChannel's properties' values (such as Position) could change while running a game script.
- 24-bit wav PCM support, comes with the new sound library.
- File.ReadRawLineBack() now always reads full line, and not limited to 200 characters anymore.
- Debug displays, such as showing room mask and character walk paths, are now implemented as non-blocking translucent overlays, allowing you to keep playing the game while they are on.
- Implemented debug key controls for calling a built-in save and restore game dialogs. These controls have to be set in user config as "save_game_key" and "restore_game_key" in "[override]" category. These may be used by testers if the game is missing a save function or one is bugged.
- Engine now supports loading compiled scripts as separate files packed along with the game, along with those embedded into the main game data or inside room files.
- Engine no longer bails out with error if the chosen translation cannot be loaded on startup.
- When reporting script errors, engine will print callstack for all the active script "threads": for example, if there's Wait() function called and error happened in repeatedly_execute_always, then it will print both actual error's location, and Wait() call's location.
- Engine config now has graphic modes defined as a simplier string options: "[graphics] fullscreen" for the fullscreen mode setup, and "[graphics] window" for the windowed.
  Fullscreen option can explicitly define a "borderless full-screen window" mode.
- Added "emul_mouse_mode" and "emul_mouse_relative" options to config in "[touch]" category.
- Added "cache_size" and "stream_threshold" options to config in "[sound]" category, they setup the rules for sound caching and choosing whether to load a clip fully into mem or stream one.
- Added "load_latest_save" and "show_fps" options to config in "[misc]" category.
- Added "background" option to config in "[misc]" category, that defines the starting run-in-background (aka multitasking) mode (may later be changed by SetMultitaskingMode()).
  Added "--background" command line option for the same purpose.
- Added "--sdl-log" command line option for setting up SDL2 library output verbosity. The engine log config now has a new "sdl" group meant for SDL2 messages.
- Support "--user-conf-dir" command-line arg (and "user_conf_dir" config option) superceding "--localuserconf"; the new option directly tells the location of user config file.
- Path related command-line and config options, - such as "shared_data_dir", "user_data_dir" and "user_conf_dir", now support $GAMENAME$ token in path which is resolved to the game's title.
- Added "--clear-cache-on-room-change" command-line arg (and similar config option).
- Don't error when DrawingSurface.DrawImage has bad transparency parameter (warning instead).
- Don't error when detecting bad format in File.Read* functions (warning instead).
- Added stubs for agsshell plugin (a contemporary cross-platform variant of ags_shell).
- Added stubs for agsappopenurl plugin.
- Fixed potential crashes if a room-related API function has been called in "game_start"; this is achieved by having a dummy room placeholder object. Still results of such calls are undefined and should not be relied upon.
- Fixed potential crash on room load if the walkable area mask contained color values above the supported range.
- Fixed dialog script's "goto-previous" command not working if used from the first sub-topic run using "goto-dialog" (a very-very old bug).
- Fixed AGS_EngineInitGfx plugin callback was not called during OpenGL renderer initialization.
- Fixed Direct3D/OpenGL renderers were displaying plugin's raw drawings in a wrong position in the scrolling rooms, if the drawing was done on AGSE_PRESCREENDRAW or AGSE_POSTROOMDRAW events.
- Fixed overlay may fail to be created sometimes, if previously another overlay had been forcefully removed when changing rooms (this is an ancient bug which existed for many years).
- Fixed ListBox.RowCount reporting 0 if called before the control was displayed once.
- Fixed GetTextWidth would still return a size of an outline for an empty text string.
- Fixed text may be misaligned in gui controls, as its outline thickness is not counted.
- Fixed some TTF fonts could be cut at the bottom when the speech is displayed.
- Fixed scheduled sound fadeout effect was not cancelled by skipping a cutscene.
- Fixed OGV Theora videos positioned incorrectly if they have certain sizes or aspect ratios.
- Fixed game fps sped up if SetGameSpeed() is called repeatedly in game script.
- Fixed game not reacting to system close commands when stuck in script, which made it impossible
  to close the "hanging" game by usual means (other than terminating the process).

Engine Plugin API:
- Added IAGSEngine::GetGameInfo() function which returns information about the game, such as its title and GUID.
- Added new render callback AGSE_POSTROOMDRAW, for handling drawing inside the room above all room objects.
- Added IAGSFontRenderer2 interface, expanding the original font renderer interface, improving font plugins support.
- Added ReplaceFontRenderer2() and NotifyFontUpdated() functions.

Compatibility:
- Fallback to the first loop with frames if current character's loop does not have any.
- Use the dummy frame if current character's speech view loop does not have any.
- Ignore character having view/loop with no frames while it's not in the current room.
- Legacy behavior of MoveCharacterBlocking's return value.
- Fixed walkable area's continuous scaling was broken for high-res rooms in old games.
- In pre-3.* games force player to walkable area after changing rooms, this is to emulate an unintentional effect created by the old engines.
- Fixed pre-3.4.1 anti-aliased TTF fonts display (their vertical position was broken).
- For pre-3.5.0 games support old behavior of coincidental dynamic sprite replacement on GUI backgrounds (and few other places) without explicit assignment; that is - when the new DynamicSprite is created right after deleting an old one.
- Support Label.TextAlignment with legacy alignment constants for pre-3.5.0 games made with the custom engine from "Clifftop Games".
- Support native resolution hack for games made with "Clifftop Games" custom engine, where 640x400 games are run as 640x360.

Android:
- Rewrote universal AGS game launcher/player using up-to-date Google guidelines. The former "launcher" is now called "AGS Player".
- Implemented single game project template meant for building your own signed APK.
- Implemented two touch-to-mouse control scheme (selectable in config), for one finger emulating LMB only, and for two fingers emulating LMB and RMB.
- Support relative motion speed setting for touch-to-mouse emulation.
- In AGS Player added "Browse" button to the game folder selection, which opens default system file picker.
- AGS Player now searches for games recursively, in all the subfolders.
- AGS Player now has preference button per each game, which opens individual game's settings.

OSX:
- OpenGL renderer is now supported on MacOS.

Web / Emscripten:
- Initial port release.

Windows:
- Installer will create program links with three-digit version in the name.

Plugins:
- Added SpriteFont plugin to the list of builtins, for ports that use ones.
  SpriteFont plugin is updated to support custom "Clifftop Games" font variants.

WinSetup:
- Added "Fullscreen as borderless window" checkbox.
- Remade sound options to reflect the move to the new audio system in the engine.




Known issues

* Although Unicode text is supported overall, some languages may still not be printed correctly automatically. Firstly, those that require "letter linking", such as Arabic or Persian, do not have the proper linking on its own. This may be worked around using special text converters and fonts. Another issue is that texts printed right-to-left in the source (where print direction is done using Unicode's control characters) are not wrapped correctly and may require manual placement of line breaks, or scripting their split in game.
* MIDI no longer plays on its own on Windows. For MIDI you (and your players) must install "sound banks" (also known as "sound font"). Please refer to this article: https://adventuregamestudio.github.io/ags-manual/MIDI-playback.html
* AudioChannel.Position and AudioChannel.Seek do not work for MIDI and MOD sounds. Try sticking to PositionMs and SeekMs for now.
* There are reports about Direct3D not being able to restore the fullscreen mode after alt+tabbing occasionaly.





Thanks to everyone who contributed to and tested this version!



#342
Here's a fixed 3.6.2 engine, please try if it works for you:
https://www.dropbox.com/scl/fi/r2gddt30ougctlouf7ega/acwin-3.6.2-fixspriterotate.zip?rlkey=45pnuqawws1ffj5emxbqfql10&st=s26u43ti&dl=0
(you may replace it inside 3.6.2 Editor program files)
#343
There's no reason why a code which worked in 3.6.1 would not work in 3.6.2. This must be a engine's bug.
#344
Beginners' Technical Questions / Re: .chr
Thu 03/04/2025 12:29:14
You are probably trying to import a whole character, not a sprite.

Sprites are imported in a sprite manager
https://adventuregamestudio.github.io/ags-manual/EditorSprite.html

Then sprites are inserted into a View:
https://adventuregamestudio.github.io/ags-manual/EditorView.html

Then this View may be assigned to a Character:
https://adventuregamestudio.github.io/ags-manual/EditorCharacter.html

This is explained in the Tutorial too:
https://adventuregamestudio.github.io/ags-manual/acintro6.html
I recommend following a tutorial to learn how to start making games in AGS.

The tutorials and other information can be found in the manual, which is available in online form (it's the links I posted here), and in offline form as a ags-help.chm file with the editor. Offline manual can be run by pressing F1 in the Editor (or Help -> Contents in the menu).

There are also few tutorials on Youtube that may be useful:
The old tutorials by Densming (they were made for old version of AGS, but are still useful for the most part):
https://www.youtube.com/watch?v=1Ml_DR76Cl4&list=PL21DB402CB4DAEAEF
Newer tutorials by Eon Star:
https://www.youtube.com/playlist?list=PLdlsMVDmowzSkFXAwnV_dOXjrSqYsjU15

Also, please, when making topics on this forum, give them proper descriptive titles.
#345
Engine Development / Re: Coroutines in AGS
Thu 03/04/2025 11:26:51
I've been thinking about a simpler variant of asynchronous function mechanic.
The "coroutines" idea posted earlier would require designing a new scripting feature, including new syntax. I don't know if i can, and don't know if anyone will help me. Yet there's an alternative, which is simpler both in terms of development, and likely going to be easier for users, because it's based on existing concept.

I am talking about a "WaitAsync" function. Comparing her with the standard Wait, WaitAsync does not block the game script and lets the game run fully normally, with events occuring and player input registering, gui working, and so forth. Back then I did not expect to actually add this function for real, but it may be actually not a bad idea.

My main question about it was: how many use cases will this approach cover?
The WaitAsync is a primitive function that only has a "game ticks number" as a parameter, so all it does it waits for N game updates to pass. But then, it may also be used in a classic loop with Wait(1) when you are waiting for something to complete.

For example:
Code: ags
while (player.Moving) {
    WaitAsync(1);
}

This means that even if we have this 1 function, it may be already enough to wait for any kind of condition. It's just that you will have to write this yourself in script. One can make a collection of custom waiting functions, which wait for character movement, animations, etc.

How does this function work behind the scenes:
* it marks current script thread as suspended;
* script executor interrupts script execution and returns to the engine;
* engine takes a "snapshot" of it and saves in a backup script thread object, paired with a integer counter.
* engine then proceeds running the game as normal, and once in a game update it also decrements this counter.
* when the counter reaches zero, engine restores the "snapshot" of a suspended script and runs it from the same point where it paused last time.

This approach does not create real coroutines, because the "waiting" function does not return back to where it was called from immediately. This looks more like forking a program thread.

In my experiment there was only 1 such snapshot possible at a time, but in theory there could be unlimited number of them. I am currently trying to figure out what would be the requirements for this feature, and if there's a need of anything else to make it usable.



The biggest issue that I've found so far, and not just with WaitAsync idea, but with suspending script in general, is saving and restoring them as a part of the game state. When the script thread resumes, it has to know the execution position, callstack (list of nested function calls), and data stack (values of local variables and function parameters). It's possible to put all that into the saved state. But when restoring, this data has to match the current script. If the script has changed even a little bit since the save was made, then this data can no longer be applied: execution point may refer to a different place, and data may not correspond to local variables. This feature will make the AGS saves significantly more fragile than they already are, as virtually ANY change in a script can lead to breaking older saves. I believe that this is unacceptable.

After thinking about this for a while, I see 3 options:

1. Forbid saving when there are any suspended functions. This is the dumb and simple solution, but will significantly narrow the use case for this script feature, close to making it unnecessary.

2. Don't put them into the save. This is easy for the engine, but will make it very unreliable for the user. Because in such case the user will have to script restarting of these async sequences after the save is restored, and not just restart them, but restart in exact stage. For which reason one would have to keep track at least of a list of stages within each async function as it runs. I think that will mostly defeat the purpose of having this feature, and it will be easier to just script the module that deals with non-blocking sequences.

3. Save, but not just the suspended execution state, but the executed part of the script. This may be quite tricky to do, but theoretically possible. When engine saves the game and knows that there are suspended functions, it will gather a list of code blocks that are involved in those functions, and save these blocks along. When restoring, it will create a "temporary" script (or collection of temporary scripts), where these restored functions will run. As soon as all the "old" function instances end running, this temporary script is discarded.
Note that likely we won't have to save virtually all scripts this way, but only parts of the script where the execution point was suspended, and parts mentioned in the callstack (in case of nested calls). We may not include any other functions that are called from the suspended function. Instead, we may save their references ("import" data), and resolve these upon restoring this suspended function.
From the user's viewpoint it will look like the game runs old variant of a script function.
Any next run of the asynchronous function will of course run the new variant.


Is there anything else I may not be seeing here? Other options, or other problems?

#346
Please try to upgrade to 4.0.0.16 and check if this error still happens.
This would be the current download link in ags 4 forum thread:
https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-4-0-early-alpha-for-public-test/


Also, in general, since 4.0 is not entirely stable at the moment, it's better to report such "strange" errors in the AGS 4 forum thread.
#347
Alternatively, there's CallRoomScript function that delegates this task to the current room script, where you can access everything by names, and also access room script variables:
https://adventuregamestudio.github.io/ags-manual/Globalfunctions_General.html#callroomscript

this may be more convenient if either:
- you need to do a lot of room changes in one go.
- you need to do different things depending on a room.
#348
Yes.

Character moving may be programmed in multiple ways, including key controls.

The typing commands functionality is called "text parser", it's one of the built-in features in AGS.
Here's a recent AGS game which uses it, for example:
https://www.adventuregamestudio.co.uk/play/game/2776/
#349
Following trick seems to work:

Code: ags
function on_event(int event, int data)
{
  // increase game speed just before transition-out begins
  if (event == eEventLeaveRoom)
  {
    SetGameSpeed(500); // valid values are 10-1000
  }
  // restore game speed right after transition-in ends
  if (event == eEventEnterRoomAfterFadein)
  {
    SetGameSpeed(40); // set to whatever your normal game speed is
  }
}

on_event topic in the manual:
https://adventuregamestudio.github.io/ags-manual/Globalfunctions_Event.html#on_event
SetGameSpeed:
https://adventuregamestudio.github.io/ags-manual/Globalfunctions_General.html#setgamespeed
#350
I do not experience any trouble with the sound when running this on my machine. Which operating system are you running on? If that matters, I still use Windows 7. The sound settings are at defaults: Default DirectSound Device.

I noticed that the game was made with AGS 3.3.0, which is rather old. In AGS 3.6.0 we have completely replaced the sound processing part in the engine. If you won't be able to solve this with the original files, you might try downloading the latest version of AGS (dl: https://www.adventuregamestudio.co.uk/releases/finals/AGS-3.6.1P9/AGS-3.6.1.31-P9.zip), pickout two files from there:
- acwin.exe
- SDL2.dll
place them into the game's folder and run acwin.exe instead of the game's original exe. And see if that resolves the issue.
(EDIT: the above are instructions for Windows, if you are running on Linux, for example, then you will need a different set of files...)
#351
Advanced Technical Forum / Re: RAM limitations
Mon 31/03/2025 12:11:27
Quote from: lafouine88 on Mon 31/03/2025 07:26:25
QuoteAre you scaling your characters?
Yes, that is the worst of it. I'm downscaling to 50% to match the interface. So I load a big file and then reduce it to 50% so that with 'render sprites at screen resolution' it looks quite sharp... :-X

Well... you are doing opposite to what people are usually doing when they load a small image and scale it in the engine in order to make scaling fast and save memory. You are loading bigger image, thus increasing memory requirement of each of them by 50% compared to their size on screen.

I would propose to not downscale sprites, and instead have them 1:1 of a size. They may look not so sharp, but at least your game will be running well.


Quote from: lafouine88 on Sun 30/03/2025 23:31:36So I think I'll actually go with the trimmed sprites. It's going to be very annoying to code with every piece of item having different sizes^^(actually if someone has suggestions to do that in an elegant way I would love it because I'm pretty sure I'll do something very complicated :P) but it will definitely be worth it.

I may suggest to create a table of relative offsets per piece per direction (maybe even per frame if that's required).
Have this table as an array in your script, or perhaps a text file, which may be parsed in script and loaded into array.
Then you may be using this array when updating character in rep-exec, by moving other characters around it by these relative offsets.
#352
Quote from: Khris on Sun 30/03/2025 14:22:14Couldn't one simply play the flute sound via voice speech though? Like
  player.Say("&123");


Hmm in such case there's Game.PlayVoiceClip, if one wants to avoid character speech animation and text:
https://adventuregamestudio.github.io/ags-manual/Game.html#gameplayvoiceclip
#353
As an experiment, I am adding a new settings to AGS 3.6.2, called simply "GUI controls handle only left mouse button".
It's "false" by default, in which case engine will pass any mouse down and up into gui controls, and if it's "true" then it will pass only left mouse events.

on_event will still be called with eEventGUIMouseDown and eEventGUIMouseUp for all buttons regardless. This option only restricts automatic gui reaction.
#354
Quote from: Khris on Sun 30/03/2025 13:50:33Isn't there a setting where you can specify how much the background music's volume is lowered while AudioClips are played? Or does that only apply to voice speech?

This is only affected by speech.

Quote from: Rik_Vargard on Sun 30/03/2025 10:44:20Depending on how you do things, you might need a timer that's as long as the tune before restarting the background music/ turn the volume back up.

Another option is to check the sound playback state, to see when it stops playing (AudioChannel.IsPlaying).

If the idea is to change music volume for the particular sound only, then the easiest way would be to store the returned AudioChannel in a separate global variable, then keep testing it in rep-exec.

Example:
Code: ags
// where you run the sound
FluteChannel = aFlute.Play(); // starts playing flute and saves its channel in a variable
BGM.Pause(); // pause the music

Code: ags
function repeatedly_execute_always()
{
    if (FluteChannel != null)
    {
        if (!FluteChannel.IsPlaying)
        {
            FluteChannel = null;
            BGM.Resume();
        }
    }
}
#355
Quote from: Mehrdad on Sat 29/03/2025 14:16:13OK. It's the same "mouse release" think so and I'm sorry that I don't know your complete API

The existing touch API is listed in the first post here.

Quote from: Mehrdad on Sat 29/03/2025 14:16:13My mean was add more examples to this demo. Like holding two fingers at the same time to run fast or shoot a bullet, etc.

I'd rather prefer users try this out and make their own tests and demonstrations. That will also show if the api is easy to use and understand. If you have questions about how to script something particular then I can answer them here. If we find that something is missing, then we can make additions to API.
#356
@arj0n there was a bug in the engine , a temporary fixed version may be downloaded here:
https://cirrus-ci.com/task/4805609725362176
#357
Advanced Technical Forum / Re: RAM limitations
Sat 29/03/2025 20:32:41
Quote from: lafouine88 on Sat 29/03/2025 20:03:43I don't think there is any magical solution here, so unless there is a magical solution to expend the RAM limit

There's an opportunity to use the 64-bit engine version, which supports much higher ram cap (as much a computers can have today). But that will still mean that your game will require that much, which may not be a good thing.

I'd suggest to reduce sprite sizes as much as you can to still accommodate the pieces of equipment. That will of course make setting things up less convenient: you will have to script a system of offsets which each part should have relative to the main body. But this also may have a significant positive effect on memory requirements.
#358
Quote from: Mehrdad on Sat 29/03/2025 12:40:451) For point & click adventure games we needed to "release mouse" instead of "left click". Because we want to search the room for find objects and hotspots by touching them without moving the player to the point.

2)Add  D-Pad instead of a joystick too (Up, Down, Left, Right) and combine

3) Combine two touches for an action like running

I'm sorry because I may be misunderstanding, are you proposing to change the demo game, or add something to the touch api?

Touch API has separate "pointer down" and "pointer_up" events, so it's possible to do something when the finger is pressed, and when it is released.
It in theory lets you to track as many fingers as the device supports, up to 10 (I think).

Or were you suggesting similar events for the mouse too?
#359
Quote from: Snarky on Sat 29/03/2025 13:09:38I think the basic idea of getting rid of AudioChannel in favor of something tied to the playback instance, and guaranteed to be non-null, is probably the right approach.

Not ready to give a full reply right now, just couple of quick notes.
I am not certain about getting rid of AudioChannel is a good thing or not. It may be a good thing to not have a channel as a return value from Play(), but at the same time I found audio channels to be an interesting logical concept in how multiple simultaneous playbacks are organized.

In regards to a "null pointer" problem, there's something that hit me recently, and I wonder why did not I think about this earlier. What if Play() returned a dummy audio playback? There are 2 reasons for Play to fail: failure to decode and failure to play, the former happens when the file cannot be opened at all, and the latter when the sound device is not working, or game set to use "no driver".
We are mostly interested to prevent script errors in the second case, because the first case will be noticed immediately during the game development. In audio software that works with filter chains there's a concept of "null" output, where the processed sound is simply discarded. So what we could do is to process the sound internally (which will even update its Position property), but then discard it through such "null" output. I did not check yet, but it's possible that our sound library supports that already.
#360
Quote from: qinzha on Fri 21/03/2025 10:05:33The thing is, that the video seems to get slower, not faster and the audio sounds fine to me :S

Sorry for now replying earlier. I don't really know what to say based on this information. There are two possibilities here: either AGS does not decode the video properly, or it fails to play it with proper speed because things go slowly for some reason.

Could you tell which resolution your game and your video are, and maybe you could upload your video somewhere to let me check it out? (You can PM me the link if you don't want to post it in public)
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