Thebroch Cliqueur Emérite
Nombre de messages : 603
Age : 24
Localisation : Lorient
Date d'inscription : 23/07/2015
| Sujet: AGS 3.4.1 est la ! Dim 7 Jan 2018 - 15:20 | |
| La dernière version d'AGS est disponible, pas mal de news, un nouveau logo, une possibilité d'un export mobile envisageable, l'utilisation de la librairie OpenGL entre autre. Je vous met le changelog complet en anglais ici: - Citation :
- What is new in 3.4.1
Common features: - Upgraded Windows version of AGS with Allegro v4.4 library (previously v4.2). - Implemented "RenderAtScreenResolution" game setting. When enabled, characters and objects are scaled in screen pixels rather than game pixels. (NOTE: it was always enabled for Direct3D in the past, but now you can set it to your liking) - Implemented VerticalOffset and LineSpacing properties for fonts. - Removed limit on Dialog Topics (was 500 topics per game). - Removed length limit on the names of Inventory, GUI and GUI Controls. - Removed length limit on the names of Hotspots and Objects. - Removed length limit on event handler names.
Editor: - Removed legacy game compiler. - Raw compiled game data is now saved in "Compiled\Data" folder, as opposed to just "Compiled". - The speech.vox file is now not recompiled if game is quick-run (using F5). Engine is supposed to find newer files in the Speech folder. - Editor can now import games older than 2.72, and newer too (3.*) if you have extracted data files from compiled executable. - ScriptAPIVersion and ScriptCompatibilityLevel settings now have "Highest" option, which is meant for automatically enabling newest script API when upgrading old project in a newer editor. - Added new "Default Setup" pane, which works similarily to "General Settings" and lets you configure default values for game setup. - Added "Font Height (pixels)" readonly property to the Font's pane, which works for both WFN and TTF fonts and may be used as a reference. - Made Editor correctly detect modern versions of MS Windows for display on About dialog and when sending anonymous statistics. - New application icon to comply with 3.4.0 splash screen. - Fixed crash when importing old games which have extended editor version string saved in the project files. - Fixed unhandled exception occuring when user types "#undef", "#ifdef" or "#ifndef" on the last line of the script. - Fixed #ifver and #ifnver not working properly if version number had only one component (major version). - Few improvements to the game compilation made in hope to reduce occasional data corruption.
Script: - Fixed local variables not working in the switch's case expressions. - Fixed Strings in switch, making them compare by value again. - Fixed compiler mistakes caused by the use of objects of empty type (that is - struct without any variables in it). - Fixed few cases of possible compiler crashing when there is an unfinished statement in the end of the script.
Script API: - A new parameter StopMovementStyle is added to following functions: LockView, LockViewAligned, LockViewFrame, LockViewOffset, UnlockView. This parameter can be eStopMoving (default) or eKeepMoving. - DynamicSprite.CreateFromFile and SaveToFile now support path tokens and comply to the new file path rules (no writing files to the game's installation directory). - Added missing readonly properties to get Lighting/Tinting parameters for Character and Object: HasExplicitLight, HasExplicitTint, LightLevel, TintBlue, TintGreen, TintRed, TintSaturation, TintLuminance. - Added Mouse.SelectPreviousMode() and Mouse.IsModeEnabled(CursorMode) functions. - Added readonly properties to get Button's animation state: Button.Animating, Button.Frame, Button.Loop, Button.View. - Added GetFontHeight(FontType) and GetFontLineSpacing(FontType) functions. - Added setter for System.Windowed property, letting to change it at runtime, switching between windowed and fullscreen modes. - Added System.RenderAtScreenResolution property to change sprite rendering mode at runtime.
Engine: - Added OpenGL renderer to Windows version. - Added support for switching between fullscreen and windowed modes at runtime using Alt+Enter key combination. - All supported hardware-accelerated graphic drivers (Direct3D and OpenGL) now run every game in 32-bit display mode by default, and convert game's graphics on load if that is required. This fixes loss of green hue precision in 16-bit games and allows to run 8-bit games, although latter is only partially supported: there are color mismatches and dynamic palette cycling is not working. - Partial support for plugins drawing on screen for hardware-accelerated renderers (Direct3D, OpenGL). - Added support for global configuration file, which works as configuration for all games and overrides default game's config file. Individual game user's config overrides global one in its turn. Global config's location is platform-dependent (this feature is currently disabled on Windows). - Implemented separate config option for game's shared data path, to keep it distinct from user-defined saves path. - Engine saves last Windowed and RenderAtScreenResolution mode states to the user config file. - Engine no longer writes and reads gamma level in saves, meaning that gamma keeps its current value when restoring a saved game. - Removed arbitrary limit on number of sprites rendered at the same time for hardware-accelerated renderers (Direct3D and OpenGL) (was 75), and another limit imposed on drawing entries for all drivers (was 200). - Engine now tries to get voice files from the Speech folder first, if one exists, and speech.vox later when quick-run from the Editor. - Fixed speech portrait was displayed below GUI, contrary to speech text. - Fixed ShakeScreen command was causing graphic artifacts when game is run with software renderer. - Fixed calling Character.ChangeView during idle animation results in new view being animated. - Fixed Speech.SkipStyle getter return value for eSkipTime case. - Fixed Speech.VoiceMode not returning correct values when speech.vox is not enabled/present. - Fixed AdjustVolumeWithScaling character's property not working with the new audio system. - Fixed volume drop was not applied to audio clips which begin playing during speech voice-over. - Fixed Game.SetAudioTypeSpeechVolumeDrop did not affect currently playing clips until next voice-over begins. - Fixed Game.TranslationFilename returning "default" instead of empty string if no translation is set. - Fixed engine was trying to locate "My Documents" folder on Windows Vista and higher even though it did not need it, and reporting internal error if such folder was not found, even though "Saved Games" folder is used instead. - Properly toggle console upon play.debug_mode variable change in script. - Added missing stubs for agsjoy plugin.
WinSetup: - Fixed display mode selection was missing certain items. (lien du topic original http://www.adventuregamestudio.co.uk/forums/index.php?topic=55618.0 ) _________________ Le café au bois ça consiste à moudre une cafetière et à la mettre dans des copeaux de bois.
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valoulef Délégué de la tasse bleue
Nombre de messages : 1791
Age : 35
Localisation : Condate
Date d'inscription : 01/08/2011
| Sujet: Re: AGS 3.4.1 est la ! Dim 7 Jan 2018 - 15:32 | |
| Cool ! Merci pour le partage, Thebroch. Ça m'intrigue cette histoire de nouveau logo. _________________ Vous êtes déjà allés à Condate ? Ils ont un petit vin qui à un goût de pierre à catapulte. C'est Toutatis en culotte de velours si j'ose m'exprimer ainsi.
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Thebroch Cliqueur Emérite
Nombre de messages : 603
Age : 24
Localisation : Lorient
Date d'inscription : 23/07/2015
| Sujet: Re: AGS 3.4.1 est la ! Dim 7 Jan 2018 - 15:36 | |
| C'est pas la folie mais ça redonne un petit coup de jeune ! _________________ Le café au bois ça consiste à moudre une cafetière et à la mettre dans des copeaux de bois.
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Shai-la Ouvrière en Chef de la Grande Tasse Bleue
Nombre de messages : 6018
Age : 46
Localisation : Montpellier
Date d'inscription : 17/04/2006
| Sujet: Re: AGS 3.4.1 est la ! Dim 7 Jan 2018 - 19:38 | |
| Ah merci je regarderai |
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nicolaGs C'est quoi la Tasse Bleue ?
Nombre de messages : 45
Date d'inscription : 17/07/2017
| Sujet: Re: AGS 3.4.1 est la ! Lun 8 Jan 2018 - 21:18 | |
| Les nouveautés les plus intéressantes sont à mon avis celles liées à l'affichage : - le fait qu'on puisse maintenant un affichage des sprites à la résolution native du jeu pour le Direct3D et l'OpenGL (avant, les sprites étaient affichés à la résolution de l'écran, quelque soit celle du jeu) - le support de l'OpenGL (qui supprime certains problèmes de compatibilité - sans doute bien à régler par défaut pour distribuer le jeu) - la possibilité de switcher du plein écran au mode fenêtré (avec 2 réglages indépendants pour le redimensionnement de l'image)...
Mais il y a encore quelques bugs là-dedans (et même certains qui sont apparus depuis la version précédente). Il y aura donc très certainement une version corrigée prochainement (même si Crimson Wizard, le dev, semble un peu essouflé... ) |
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valoulef Délégué de la tasse bleue
Nombre de messages : 1791
Age : 35
Localisation : Condate
Date d'inscription : 01/08/2011
| Sujet: Re: AGS 3.4.1 est la ! Lun 8 Jan 2018 - 21:24 | |
| Ça me parait pas mal du tout pour une version intermédiaire ! Surtout le nouveau moteur graphique. _________________ Vous êtes déjà allés à Condate ? Ils ont un petit vin qui à un goût de pierre à catapulte. C'est Toutatis en culotte de velours si j'ose m'exprimer ainsi.
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nicolaGs C'est quoi la Tasse Bleue ?
Nombre de messages : 45
Date d'inscription : 17/07/2017
| Sujet: Re: AGS 3.4.1 est la ! Lun 8 Jan 2018 - 21:35 | |
| - valoulef a écrit:
- Ça me parait pas mal du tout pour une version intermédiaire ! Surtout le nouveau moteur graphique.
Disons qu'elle n'était pas censée être intermédiaire... mais on a récemment trouvé des petites erreurs par-ci par-là. A part ça, ça tourne très bien! Ah, si, un autre truc pas mal : maintenant, on peut fixer les réglages par défaut qui sont utilisés au premier lancement du jeu depuis l'éditeur (avant, il fallait bidouiller le fichier .cfg), ça simplifie la vie. |
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