Godzillu Grand Cliqueur Royal
Nombre de messages : 1658
Date d'inscription : 11/03/2007
| Sujet: AGS 3.2.1 officiellement disponible! Mar 5 Avr 2011 - 14:03 | |
| Après une période de doute sur le devenir d'Adventure Game Studio (faute de temps pour le créateur et/ou de motivation) et grâce au soutien de la communauté anglophone, une série de betas non officielles (les finals) avait permis de corriger et d'améliorer notre logiciel préféré.
Le résultat ayant été suffisamment bon, Pumaman a décidé de promouvoir la dernière final en date au rang de version 3.2.1 officielle!
En angliche les ajouts et corrections (beaucoup). La liste est longue je l'ai mise en spoil) : - Spoiler:
- Citation :
- Changes in this version include
* Added Find/Replace In All Files capability (Tzach Shabtay) * Added GUI control snapping, alignment, grouping and locking to GUI editor (Steven Poulton) * Added loop cut/copy/paste, Flip All Frames and Import From Sprite Folder options to Views in editor, to access this right-click to the right of the loop (Tzach Shabtay) * Added RGB colour selector to the various colour properties (ProgZmax) * Added Characters option to room editor to show all characters set to start in that room (ProgZmax) * Added Find All Usages right-click option to script editor (Tzach Shabtay) * Added current co-ordinates display while dragging objects/characters in room editor (Steven Poulton) * Added syntax colouring to dialog scripts (Steven Poulton) * Added Dialog.ShowTextParser script property (CJ) * Upgraded to latest version of LEC template (abstauber) * Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all the room editor modes (ProgZmax) * Fixed D3D tints not working properly (3.2 regression) (Nefasto) * Fixed crash drawing GUIs with no background (3.2 regression) (CJ) * Fixed crash restoring/restarting depending on state of crossfading (CJ) * Fixed intermittent crash moving objects and using the Ctrl+A debug option (CJ) * Fixed "crossfade buffer null attempting transition" if you restored a save game that had a different current transition type to the current game position (CJ) * Fixed script editor tooltips getting stuck if they appeared over the tab bar at the top of the editor (Tzach Shabtay) * Fixed editor error if you deleted a room that a character was set to start in (CJ) * Fixed co-ordinates displayed in room editor not reflecting Low-Res Co-ordinates setting (ProgZmax)
If you're still using 3.1.2 SP1, then this release also includes the changes in 3.2 which never had a website release:
* Rewrote audio system. The old number-based sound and music are gone, replaced with new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying, Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount, System.Volume, ViewFrame.LinkedAudio script commands. * Added Game.IgnoreUserInputAfterTextTimeoutMs, Maths.Exp, Maths.Log, Maths.Log10, Maths.Cosh, Maths.Sinh, Maths.Tanh * Added option to automatically add side borders when running 4:3 games on widescreen monitors * The generated EXE version information is now set to your Game Name and Developer Name instead of "Adventure Game Studio" and "Chris Jones" * Added new LEC-style template by abstauber * Added Applies To feature to custom properties, so that you can have properties that only apply to Rooms or Characters, for example * Added menu option to remove old Global Messages from the game, to stop them coming out in translation sources * Added support for anti-aliased TTF fonts in all situations where they weren't previously supported. * Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible folder that is not the Save Games folder * Added eMouseMiddleInv support to on_mouse_click * Added editor plugin API methods IGUIController.ActivePane, IRoomController.PreSaveRoom * Added plugin API events AGSE_PRESAVEGAME and AGSE_POSTRESTOREGAME * Improved graphics mode detection so that the screen doesn't keep flickering when trying to start up a low-res game full screen * Improved colour quality of mini-sprites displayed in sprite manager * Improved the user-friendliness of some error messages, thanks to Error Reporting * Improved editor robustness to recover if the Game.agf.user file was corrupt * Winsetup now displays the game name in the title bar instead of "Adventure Game Studio" * Disabled editor option to save changes whilst the game was running, since doing so could cause sprite file corruption * Editor property grid now displays a drop-down list instead of a text box when selecting a font or room * Changed the pathfinder so that the character cannot get stuck if he ends up outside one of the room edges * Removed limit on number of text parser words * Renamed the "handle inventory clicks in script" general setting to better reflect what it does * Removed room properties Play Music On Load, Music Volume and Save/Load Enabled since they are now obsolete * Mouse.IsButtonDown now works with eMouseMiddle * "Export all sprites in folder" command now exports 32-bit sprites as PNGs to prevent losing the alpha channel * Improved error handling if you passed an int to a string argument in String.Format * The Restart Point save file (AGSSAVE.999) is no longer deleted when you quit the game, to fix a problem where RestartGame didn't work if you started the game by double-clicking an Enhanced Save Game file in explorer * Disallowed accented characters like é in script names in the editor, because they wouldn't compile * Dynamic sprite deletion warning is now only displayed on exit if Debug Mode is turned on * Fixed sprite entry getting duplicated if you dragged a sprite to the end of the list * Fixed crash with Hq2x and Hq3x graphics filters (3.1.2 regression) * Fixed character/object tints and light levels in D3D not matching DX5 * Fixed TintScreen in D3D so that it looks the same as DX5 * Fixed Sierra-style speech box moving if the room was scrolled while it was displayed * Fixed error running game and problems with save games if there were unicode characters in the folder path * Fixed GUI controls not updating properly if the control moved under the mouse, but the mouse didn't move * Fixed theora video being permanently muted after you played one video with muted audio * Fixed Dynamic Sprites causing memory corruption if a mouse cursor was set to sprite 0 * Fixed Compress Sprites setting not taking effect until you next edited some sprites * Fixed GUI AdditiveOpacity mode not working properly if you tried to have a non-alpha sprite on an alpha GUI * Fixed light levels >100% not working with Direct3D driver * Fixed Object.MergeIntoBackground not working with Direct3D driver * Fixed IsKeyPressed not working with the following keys: [ ] \ ; ' , . / * Fixed struct member functions with more than 9 parameters giving run-time error * Fixed File commands looking in the wrong directory if you launched the game by double-clicking a save game in explorer * Fixed SetBackgroundFrame in Player Enters Screen event causing old frame to flash up briefly with D3D driver * Fixed Make Default Language command crashing if two different source lines mapped to the same translated line * Fixed run-time error if you returned a string from a function that was a member of a local dynamic array * Fixed sprite cache corruption if you had a single sprite larger than 20 MB * Fixed Room.GetDrawingSurfaceForBackground and Character.PlaceOnWalkableArea to give error message instead of crash if you called them from game_start * Fixed GUI label text not being anti-aliased if there was a background image but the BGColor was set to 0 * Fixed editor crash creating new game if your Windows username had unicode characters in it * Fixed Views tree collapsing after renaming or drag-dropping a view * Fixed editor crash on startup if you made the editor window very small before closing it down last time * Fixed editor crash if you set an object's image to -1 * Fixed character gliding if he bumped into another solid character and the character's MovementLinkedToAnimation property was false * Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image with an odd width/height * Fixed ShakeScreenBackground not clearing letterbox borders properly if you switched from a large to a small shake * Fixed "Internal compiler error: table overflow" if there were a lot of imported functions/variables * Fixed when importing an 8-bit image, if there was another palette slot in the image with the same colour as the transparent slot it got changed to black * Fixed Game.SpriteWidth/SpriteHeight returning the size of the blue cup instead of 0 if you supplied an invalid sprite number * Fixed script editor issue if you typed some text, switched to another tab, then came back and did Undo * Fixed autocomplete editor crash if there was a line break inside an array indexer * Fixed compiler crash if a dialog script just had a @ on a line on its own * Fixed editor crash if you tried to use a non-icon file as TEMPLATE.ICO * Fixed sprite import window crash if you right-clicked in the second stage of tiled import * Fixed mouse cursor being drawn in dialog options in DX5 mode even when Mouse.Visible was set to false * Fixed no line number provided when DynamicSprite.CreateFromDrawingSurface threw an error * Fixed script editor crash if you saved the script while the final function was missing its closing brace * Fixed the editor Preferences window only allowing you to type 5 characters in if you wanted to manually enter a path for the New Game Directory or Import Directory * Fixed "Close all other tabs" crashing if a room editor with unsaved changes was one of the other tabs * Fixed changing a walk-behind baseline not marking the room as modified * Fixed editor crash XmlException: An error occurred while parsing EntityName. * Fixed compilation errors if you named a character with only numeric digits, eg "c500"
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Le fous de LUCASART Chevalier d'Honneur de la Grande Tasse Bleue
Nombre de messages : 2096
Age : 32
Localisation : Dans l'univers d'un de ses bons vieux jeux d'aventures!!
Date d'inscription : 07/08/2006
| Sujet: Re: AGS 3.2.1 officiellement disponible! Sam 9 Avr 2011 - 14:36 | |
| Super merci pour l'info je teste ça de suite^^ Sinon super le design du bouton télécharger^^ _________________ Scénariste Mai 2008 : background cimetière |
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Godzillu Grand Cliqueur Royal
Nombre de messages : 1658
Date d'inscription : 11/03/2007
| Sujet: Re: AGS 3.2.1 officiellement disponible! Dim 10 Avr 2011 - 18:49 | |
| merci ça fait pas un peu trop warez? |
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Crazy Legs Grand Cliqueur Royal
Nombre de messages : 1513
Age : 31
Localisation : La Rochelle
Date d'inscription : 09/01/2008
| Sujet: Re: AGS 3.2.1 officiellement disponible! Dim 10 Avr 2011 - 18:54 | |
| LoL non... _________________ VOUS POURREZ BIENTÔT RÉAPPRENDRE À UTILISER AGS SUR LE SITE DU ZÉRO ! Le tuto est actuellement en refonte totale activement depuis le 20 juillet, prochaine sortie en août ou septembre si tout se passe bien. |
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Alph Eratz Cliqueur Emérite
Nombre de messages : 861
Age : 60
Localisation : Ca y est Saroumane le multicolor est défait, en route pour le Rohan
Date d'inscription : 22/01/2008
| Sujet: Re: AGS 3.2.1 officiellement disponible! Sam 3 Déc 2011 - 14:31 | |
| Ouf! La liste est longue! Je viens aux nouvelles et j'ai téléchargé la nouvelle version histoire de, quand je m'y remettrai sérieusement. |
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samielatriyahoofr Adepte de la Grande Tasse Bleue
Nombre de messages : 114
Age : 25
Localisation : au coeur d'un jeu de l age d or
Date d'inscription : 21/03/2012
| Sujet: Re: AGS 3.2.1 officiellement disponible! Sam 31 Mar 2012 - 2:22 | |
| moi je trouve qu on pourrait encore ameliore cet extrordinaire logiciel _________________ |
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LuRoL C'est quoi la Tasse Bleue ?
Nombre de messages : 7
Age : 28
Localisation : Pas de Calais
Date d'inscription : 10/08/2012
| Sujet: Re: AGS 3.2.1 officiellement disponible! Ven 10 Aoû 2012 - 16:31 | |
| Super sa faisais longtemps qu'il n'y avais pas eu de mise à jour. |
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| Sujet: Re: AGS 3.2.1 officiellement disponible! | |
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