AGS 2.72 Final 2 - World Cup Edition

Started by Pumaman, Sat 14/01/2006 22:47:30

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Hammerite

i know its a tad off topic but when is AGS 2.72 going to be completely finished and also, when are you gonna make AGS 3
i used to be indeceisive but now im not so sure!

strazer

The official response is probably "When it's finished", but looking at past releases should give you an estimate:

VERSION 2.71, December 2005
VERSION 2.7, May 2005
VERSION 2.62, November 2004
VERSION 2.61, May 2004
...

Campusanis

The mathematically correct answer would thus be:
2.72: This May
AGS 3: April 2010

Hope this helped ;)

Hammerite

What will be likely changed between AGS 2 and AGS 3
sorry to be offtopic
i used to be indeceisive but now im not so sure!

strazer

I think a complete rewrite was mentioned at some point. But since AGS 3 is a long way off, it's impossible to say for sure what will change.

Please keep on topic from now on.

Layabout

AGS 3 was made a few months ago, but it took over chris' body and made ROBOCHRIS...

Wait, this really isnt the place to be off topic...
I am Jean-Pierre.

strazer

#206
CJ, you might want to take a look at this thread in the Beginners Forum. A user reported a weird crash with v2.72. Maybe you can make sense of it.

Pumaman

#207
QuoteWell it's odd because object[0].ManualScaling=true; compiles and the ManualScaling appears in the auto complete but you get the error

Script link failed: Runtime error: unresolved import 'Object::get_ManualScaling'

Oops, that shouldn't be in the autocomplete. Sorry about that, I'll remove it.

(Edit by strazer: AGS v2.72 RC 1: * Removed Object.ManualScaling and Object.Scaling from autocomplete, since they do not actually exist)

QuoteCJ, you might want to take a look at this thread in the Beginners Forum. A user reported a weird crash with v2.72. Maybe you can make sense of it.

Bit strange, I'll have to keep an eye out for anything like that happening again.

Pumaman

Ok, RC 1 is now up, which adds a few bits and bobs.

SSH

#209
Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0044C71B ; program pointer is -42, ACI version 2.72.913, gtags (2039,18)

AGS cannot continue, this exception was fatal. Please note down the numbers
above, remember what you were doing at the time and notify CJ on the Tech
forum.

in Bones (line 72)
from XML (line 108)
from XML (line 197)
from Global script (line 68)



Bones line 72 is:
Code: ags

Ã,  if (this.ds!=null) this.ds.Delete();


possibly significant is that this is occuring during game_start after some debug messages were displayed with Display (without a room loaded)

this.ds is a DynamicSprite, btw.

Also, I've noticed some strange behaviour with Strings during game_start, too. Its as if the managed objecet garbage collection isn't quite initialised properly or something...
12

Pumaman

Can you upload an example that causes this crash?

SSH

12

Pumaman

#212
Thanks, I'll look into it.

In the meantime, I've discovered that GUI import/export is broken in RC 1, so don't use it if you'll be doing any GUI importing/exporting. I'll get it fixed for RC 2.

(Edit by strazer: AGS v2.72 RC 2: * Fixed GUI import/export which broke on RC 1.)

Pumaman

#213
Ok, I've tracked down your problem to a bug in AGS, whereby it will crash if you call DynamicSprite.Delete from within game_start. I'll get it fixed.

(Edit by strazer: AGS v2.72 RC 2: * Fixed crash if a dynamic sprite was deleted in game_start)

By the way SSH, I noticed in your Bones::Swap method some comments that you were getting wierd crashes trying to swap pointers -- if this is the case, please report it as a bug so that I can look into it.

AJA

I'm not sure if this has been reported yet, but Mouse.SetPosition seems to divide the coordinates by two when the game is run with a 2x graphic filter. (The game is 640x400 and I ran the game in 320x200 with the 2x filter.)

Gilbert

That's probably not a bug, no matter the game's in 640x400 or 320x200, it's game screen resolution is always 320x200.

edmundito

Uhm, is there a reason why the RC doesn't have a setup.exe file? ???

strazer

Beta versions only contain files changed from the latest stable version. You have to extract them over a copy of v2.71.
But AFAIK the editor itself doesn't contain a setup.exe anyway? Isn't it generated for each game in the compiled folder?

edmundito

It is usually generated based on the setup.exe file provided I thought. And the problem is that, if I'm right, this version contains a different setup.exe with the graphic filters and all that jazz...

AJA

Quote from: Gilbot V7000a on Sun 28/05/2006 08:46:40
That's probably not a bug, no matter the game's in 640x400 or 320x200, it's game screen resolution is always 320x200.

Yes, but the mouse coordinates are in 320x200. It's obviously some sort of a bug since it works perfectly in 320x200 with no filters and in its original resolution 640x400 without filters.

And, yeah, the setup.exe isn't generated anymore.

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