AGS 2.72 Final 2 - World Cup Edition

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

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edmundito

I was wondering why my sounds were playing sometimes. and then my game crashed...

strazer

Quote from: Pumaman on Tue 06/06/2006 20:28:15
Quote from: SupSuper on Tue 06/06/2006 00:19:17Btw, a minor bug: GUIControl.AsInvWindow is listed in the help file as GUIControl.InvWindow which makes the context-sensitive help not work for that function.

Well spotted thanks, I'll fix that.

This isn't fixed in RC 2, is it?

Sektor 13

I had very strange problem with inventory in RC2,

So, i added inventory 6, when i went in game and selected new inventory game crashed and reported error.

Something like that,  -6 runing events, -> under on_mouse click in line 130.

******
line 130 is:
if (button == eMouseLeftInv) player.ActiveInventory  = inventory[game.inv_activated];//.RunInteraction(mouse.Mode);
******

I added two new inventories 7 and 8, and both encountered same error, but all items below 6 (5,4,3,2,1) worked normaly. So i tried this few times, and now it works normaly, WITHOUT me changing ANY CODE !

full script under on_mouse click:
**********
#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
}
// Inventory Stuff //
if (button == eMouseLeftInv) player.ActiveInventory = inventory[game.inv_activated];//.RunInteraction(mouse.Mode);

if (button == eMouseRightInv) {
if (inventory[game.inv_activated].ID == 1) gExtrainv.SetPosition(131,111);
if (inventory[game.inv_activated].ID == 2) gExtrainv.SetPosition(174,111);
if (inventory[game.inv_activated].ID == 3) gExtrainv.SetPosition(217,111);
if (inventory[game.inv_activated].ID == 4) gExtrainv.SetPosition(260,111);

gExtrainv.Visible=true; 
}
// end

// Closing Extrainv GUI //
if (gExtrainv.Visible==true) {
if (((mouse.IsButtonDown(eMouseLeft)) || (mouse.IsButtonDown(eMouseRight))) && (GUI.GetAtScreenXY(mouse.x, mouse.y) != gExtrainv)) {

gExtrainv.Visible=false;


}
}
// end
    if (mouse.IsButtonDown(eMouseLeft)) {
    if (GetLocationType (mouse.x, mouse.y) != 0) { // if the mouse is over a hotspot, object, or character

           ProcessClick (mouse.x, mouse.y, mouse.Mode);

     if (mouse.Mode != eModeInteract) mouse.Mode = eModeInteract;
}

    else ProcessClick (mouse.x, mouse.y, eModeWalkto);
         mouse.Mode = eModeInteract; // if the mouse isn't over a hotspot, object, or character
}

 
  else if (mouse.IsButtonDown(eMouseRight)) {  //Look at the thing.
 
   if (mouse.Mode == eModeUseinv) mouse.Mode = eModeInteract;
 
   if (GetLocationType (mouse.x, mouse.y) != 0) ProcessClick(mouse.x, mouse.y, eModeLookat);
   
}


}

#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE

**********

Pumaman

Ok, that sound issue was quite serious, I was sloppy, sorry!! RC2a now up to fix it.

QuoteThis isn't fixed in RC 2, is it?

Hehe oops, I did fix it but forgot to recompile the help file. Done in RC2a.

QuoteI had very strange problem with inventory in RC2,

So, i added inventory 6, when i went in game and selected new inventory game crashed and reported error.

Something like that,  -6 runing events, -> under on_mouse click in line 130.

Please try again with RC2a, it could be the sound bug that crashed it. If you still get problems, please post the exact error message (you can usually use Ctrl+C to copy it to the clipboard).

Sektor 13

Well, i didn't use any sound, (no sound/music  -> in options menu),

still it is hard for me to replicate this problem as it works normaly now, but i didn't change anything.. hmm

Radiant

#265
Not sure if this belongs here, but...

could you please add an editor option somewhere to 'disable source comments'? Basically when I'm making the game, the AGS engine adds helpful comments in a number of places. I'm sure these are useful to a beginner, but to one who isn't they have a rather big 'duh' factor. I delete them all on sight, actually.

For instance,
Code: ags

// This is a text script
@2  // option 2

#section-start thingy // DO NOT EDIT OR REMOVE THIS LINE!!!!!!one!!!



Also, this appears to be a bug... if you do 'option-on' twice on the same option, you must also do option-off on it twice before it goes away.


And also, in a 16-bit color game, you cannot import PNGs for the 'alternate' room images #2-#5. The game claims the color depth is wrong (24 bit PNG rather than 16 bit). It is, however, perfectly possible to import a 24-bit BMP file.

simulacra

I haven't been here for a while, but I must say: good work on the new RC!

monkey0506

I must say that really this has been a useful update. And quickly produced as well. It seems just a few weeks ago that new-style Strings were introduced (like the best addition to AGS ever :=). And now here we are a whole 'nother 0.01 versions ahead! Thanks a lot for all your hard work and dedication CJ.

Radiant

Some weird bugs:

During the game_start version, system.viewport_height is assumed to be 200 even if the game actually runs in 320x240. This means that setting a GUI at the bottom of the screen is not possible at this time, since setting a GUI's Y beyond the (perceived) viewport height causes the game to abort with an error.

If a GUI button's font is set to a nonexistent font number, a critical error (of the kind that dumps a bunch of hex data) happens the next time that button's TEXT variable is changed, but nothing happens when the font is set.

Pumaman

#269
Quotecould you please add an editor option somewhere to 'disable source comments'? Basically when I'm making the game, the AGS engine adds helpful comments in a number of places. I'm sure these are useful to a beginner, but to one who isn't they have a rather big 'duh' factor. I delete them all on sight, actually.

It's a possibility, but not really a priority. It'd be a relatively large amount of work for something that's really not that important, to be honest.

QuoteAlso, this appears to be a bug... if you do 'option-on' twice on the same option, you must also do option-off on it twice before it goes away.

And also, in a 16-bit color game, you cannot import PNGs for the 'alternate' room images #2-#5. The game claims the color depth is wrong (24 bit PNG rather than 16 bit). It is, however, perfectly possible to import a 24-bit BMP file.

I'll look into these.

QuoteDuring the game_start version, system.viewport_height is assumed to be 200 even if the game actually runs in 320x240. This means that setting a GUI at the bottom of the screen is not possible at this time, since setting a GUI's Y beyond the (perceived) viewport height causes the game to abort with an error.

This is a known issue, because no room is loaded in game_start, it doesn't know whether to expect the rooms to be 320x200 or 320x240. The workaround is to set your GUI position in the Player ENters Screen event of the first room.

QuoteIf a GUI button's font is set to a nonexistent font number, a critical error (of the kind that dumps a bunch of hex data) happens the next time that button's TEXT variable is changed, but nothing happens when the font is set.

I'll get this fixed.

Radiant

Quote from: Pumaman on Sun 25/06/2006 20:14:00
Quotecould you please add an editor option somewhere to 'disable source comments'?
It's a possibility, but not really a priority. It'd be a relatively large amount of work for something that's really not that important, to be honest.

Ok :) I suppose I could locate the strings in the .EXE and replace them with blanks :)

Pumaman

Quote from: Radiant on Wed 21/06/2006 19:33:48
Also, this appears to be a bug... if you do 'option-on' twice on the same option, you must also do option-off on it twice before it goes away.

I'm unable to reproduce this, could you provide any more information?

Radiant

Quote from: Pumaman on Sun 02/07/2006 11:58:59
I'm unable to reproduce this, could you provide any more information?

I'm afraid not. I may have been hallucinating at the time.

Not sure if this is a bug but it's somewhat annoying... I tend to put stuff like this in repeatedly_execute: if (someCharacter is here) FaceCharacterNonBlocking (thatCharacter, EGO). Okay, not quite the official code but you catch my idea. The point is that if said character also has an idle view, these two interfere: if the character is already facing EGO, the faceChar does reset its frame number to zero, which makes the idle cycle jitter.

Pumaman

QuoteI tend to put stuff like this in repeatedly_execute: if (someCharacter is here) FaceCharacterNonBlocking (thatCharacter, EGO). Okay, not quite the official code but you catch my idea. The point is that if said character also has an idle view, these two interfere: if the character is already facing EGO, the faceChar does reset its frame number to zero, which makes the idle cycle jitter

Hmm, since this has been a long-standing 'feature' of FaceCharacter I'm not particularly keen to change it, but at the same time I can understand that it could be seen as a bug. I'm not sure about this one.

Anyway, 2.72 Final is now up. If no major problems are found in the next week or so, this will become the official 2.72 release.

Besh

BUG REPORT in "Adjust volume with scaling" option.

When you use the "Adjust volume with scaling" option in character panel then you cannot remove it.
If you deselect this option when you came back to character panel this option is still selected.
"Spread our codes to the stars,
You can rescue us all"
- Muse

bullfrog

Hi,

I get this Windows error message, when I tried to run a compiled game which has a custom icon:
QuoteThe application failed to initialize properly (0xc0000005)...

And this one:
QuoteError: too many control events, need newer version
when I tried to "Import all GUIs".


 

tiagocorreia

#276
I've just read that the new version is released.

Great work.

Today I was still using RC2a, and I got this bug:

QuoteException 0x00000000 at EIP=0x00000000, AGSEDIT v2.72.650, SIP=26

Then i try the new version and I got the reported by bullfrog. If I remove the icon then it works fine.
Here is a link for the icon

Edit by strazer: Please post error messages in clear text so they show up in the forum search.

Ghost

#277
REport: I too tried to run a game using a custom icon- i was so keen on trying a high-colour icon. It was a custom made 32-bit (true colour + alpha channel) icon, 32x32 pixels in size, and the game didn't run. AGS told me "the engine didn't shut down properly".
removing the icon removed the problem.
using a custom icon sticking to the AGS 2.71 specifications works fine.


otherwise the new version is just as fine as 2.71, only more so. neat work.

Pumaman

Quote from: Besh on Tue 04/07/2006 19:51:35
BUG REPORT in "Adjust volume with scaling" option.

When you use the "Adjust volume with scaling" option in character panel then you cannot remove it.
If you deselect this option when you came back to character panel this option is still selected.

Well spotted thanks, I'll get that fixed.

QuoteI get this Windows error message, when I tried to run a compiled game which has a custom icon:
The application failed to initialize properly (0xc0000005)...
QuoteToday I was still using RC2a, and I got this bug:
Quote
Exception 0x00000000 at EIP=0x00000000, AGSEDIT v2.72.650, SIP=26
Then i try the new version and I got the reported by bullfrog. If I remove the icon then it works fine.
Here is a link for the icon

Hmm, strange. I just tried out that icon and it worked fine for me.

What operating system are you guys using? Windows XP?

bullfrog

#279
Windows XP SP 2

I get this "failed to initialize" error, when I'm using a 32x32 16 colours icon.
When using an 160x160 32bit icon, Windows tells me, that ".dll" could not be found.

With 2.72RC2 the icons work fine.





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