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AppGameKit Classic Chat / AGK Build 107 - Release Zero Issues

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LeeBamber
TGC Lead Developer
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Posted: 2nd May 2012 16:02
Hi Guys,

I have stickied this thread to capture any issues you may be having with the new 107 release. We anticipated some functional differences given the number of new commands, and we wanted to make sure we can collect the issues in a manageable way. We have updated the AppGameKit Issues Board with the latest feedback and classified everything so it's up to date. We have ticked off things that have been fixed, and will be going through them to see if we can squeeze a few more things into the 1071 build for you.

If you do find an issue that you have confirmed as a bug, please post a report to the AppGameKit Issues Board Here: http://code.google.com/p/agk/issues/list

By all means use the forum to discuss 107, just be aware we will be using the issues board as our guide to fixing issues for build 1071, so if you want your bug dealt with, that's the place to be. I have left this post as a sticky so you can discuss whether an issue should be in the board or not

I drink tea, and in my spare time I write software.
bjadams
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Posted: 2nd May 2012 16:05
has anyone managed to compile a T2 old project with the new 107 in VS2010?

I get 107 compile errors in all kind of .obj

LeeBamber
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Posted: 2nd May 2012 16:08
Hi,

I can confirm this bug in the VS2010 project files. Probably the only folder I did not test to get it out the door last night I will look into it and it is definitely a bug:

1>AGKWindows.lib(DataMask.obj) : error LNK2019: unresolved external symbol "public: static void __cdecl std::_String_base::_Xran(void)" (?_Xran@_String_base@std@@SAXXZ) referenced in function "public: void __thiscall std::_Container_base_secure::_Orphan_all(void)const " (?_Orphan_all@_Container_base_secure@std@@QBEXXZ)

I drink tea, and in my spare time I write software.
LeeBamber
TGC Lead Developer
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Posted: 2nd May 2012 16:27
Fixed for 1071. You just need to change the Project Properties -> General -> Platform Tools -> v90

I drink tea, and in my spare time I write software.
Marl
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Posted: 2nd May 2012 16:47 Edited at: 2nd May 2012 16:52
Upper() command borked in tier 1

produces ""

Lower() still works ok.

edit: Logged on google code as issue 282
bjadams
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Posted: 2nd May 2012 17:55 Edited at: 2nd May 2012 17:55
Lee unfortunately problem with VS2010 problem is not fixed! You have to have VS2008 installed (which I don't have) for that to work!!!!
kamac
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Posted: 2nd May 2012 18:01
You don't need VS2008 .

It's Project Properties -> General -> Platform Toolset -> v90.

bjadams
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Posted: 2nd May 2012 18:05
Kamac VS2010 spits out an error message that VS2008 is not installed, then 34 errors come out! So you need VS2008!
bjadams
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Posted: 2nd May 2012 18:13
Lee, can you please make the next version NOT DEPENDENT on VS2008? If I am going to use 3rd party libs not compiled for VS2008 I am going to run into problems in teh future.

Thanks.
Crystal Noir
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Posted: 2nd May 2012 18:22
Hi,

I've got a problem with the release 107 and the android player. All works great, the player receive the app but when it's time to launch it I have "Version error : Update the player to continue"

I tried to reinstall it via my account, it doesn't change, I tried to reinstall it via the market, that's the same.

any idea ?

Thank you.
bjadams
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Posted: 2nd May 2012 18:24
In T2 the AppGameKit directory is still being created in MyDocuments and the interpreter graphic files, splash screens etc are still being written there.

When is this going to be taken care of for T2?
Crystal Noir
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Posted: 2nd May 2012 18:46
EDIT : sorry I didn't see that the agk player wasn't ready yet.
LeeBamber
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Posted: 2nd May 2012 19:43
Keep those bug reports coming. We've decided to post pone the 1071 release until Friday which gives us a few days to sort out the advert code and also to respond to the issues you are reporting a fresh in the Issues Board. As to the VS2008/VS2010 issue, I can only imagine we compiled the LIB file for VS2010 at some point though I can't imagine how that got into the build? Is anyone else having issues of using VS2010 for 1065 build and the project now fails with the new 1070 AppGameKit lib? The original error means the VS2008 lib we produce has some changed MS decided to make for VS2010 thus crippling backwards compatibility and forcing a re-build of all libs that compile against a VS10 default installation. I am curious if this issue has been solved and I've temporarily forgotten it Community help appreciated!

I drink tea, and in my spare time I write software.
bjadams
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Posted: 2nd May 2012 19:46
All worked fine on 106 (I never installed 1065) and VS2010.

To set v90 you must install VS2008 which is an extra hassle if you have VS2010! If you can solve this in the future I would appreciate that.
george++
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Posted: 2nd May 2012 21:03
Quote: "Is anyone else having issues of using VS2010 for 1065 build and the project now fails with the new 1070 AppGameKit lib?"

Yep, me too!
I didn't understand: Do I have to wait a few days for the next release that will fix the issue with the compiler? I ask because I don't want to install VS2008?
basjak
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Posted: 2nd May 2012 21:24
any chance to put the newly crated commands in one list?.
bjadams
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Posted: 2nd May 2012 21:26
Moraldi, if you have vs2010 you need to install vs2008 and set Project Properties -> General -> Platform Toolset -> v90
XanthorXIII
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Posted: 2nd May 2012 22:55
I just went back to 1.065 so I could continue work. Here's to 1.071!
george++
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Posted: 2nd May 2012 22:59 Edited at: 2nd May 2012 23:02
One of my projects is compiled and linked without problems after changing from V100 to V90
Other project gives me errors like:
Quote: "msvcprtd.lib(MSVCP90D.dll) : error LNK2005: "public: void __thiscall std::basic_ios<char,struct std::char_traits<char> >::setstate(int,bool)" (?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z) already defined in AGKWindows.lib(Str.obj)"

etc.
I can be more specific if needed.

EDIT: I go back to 106. Sorry to say that but I am very disappointed from 107. Personally I don't need at this time all these new commands and I don't want to have a VS2008 installation on my system...
bjadams
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Posted: 2nd May 2012 23:05
I don't want VS2008 too, so I hope that TGC cam fix this in one way or another
Baraka
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Posted: 3rd May 2012 00:04
I have VS2010 and not VS2008, with AppGameKit 1065 and using T2 work fine with 107 under windows there are linker errors. Under Mac all seem to work.
Krisacz
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Posted: 3rd May 2012 00:13
I can confirm that downloading and installing VS2008 (express edition, it's free and available from MS website link) and changing "Platform Toolset" in project properties is solving all the issues (no errors during compiling process). I guess 15 min job + 300 Mb extra on C drive is worth having all those new commands (and I don't need to wait for a fix
Hockeykid
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Posted: 3rd May 2012 00:39
While I may be wrong, it would seem the depth order for sprites on the same depth layer has been changed in someway from V1605. Can anyone else confirm?

Sean

bjadams
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Posted: 3rd May 2012 00:47
Yes we were told that the depth order has been "fixed" for 107 quite some time ago. Sprites now appear in the reverse order they used to be. Which is the proper way now.
XanthorXIII
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Posted: 3rd May 2012 03:17
Got home from work tonight and gave it a go but had to install VC++ 2008 Express which worked for compiling with v90.
At least I have access to the new stuff now.
Hockeykid
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Posted: 3rd May 2012 04:06
Any chance of a command to toggle it back to the original way for compatibility?

Sean

Alien Menace
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Posted: 3rd May 2012 04:48 Edited at: 3rd May 2012 04:49
Build iOS player but will not run 107 code, displays this error:

Version Error: Update the player
Failed to connect to server IP

The player does run 1065 code.

I used only the new files from the fresh 107 install and a clean project directory in xcode. The folders agkinterpreter.xcodeproj and classes are dated 5/1/12, everything else is dated 8/3/11. I am also getting build warnings this time that I did not get with the old player which are mostly "warning: backslash-newline at end of file", project still builds and installs.

Player says version is "100000006" and as I said, does not run 107 programs.

reporting issue from this thread:
http://forum.thegamecreators.com/?m=forum_view&t=196451&b=41

Apps published: 3
3d point in space
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Posted: 3rd May 2012 06:15
ok after putting a big project into the new version this is a new error I have not seen before.


this happens once i delete all the sprites and vectors to fill them with new sprites, and I get new vectors. This is a c++ 2008 error. The program runs the first level of my game but when I try to delete vectors and sprites this error occurs I try and track the bug down, but this might be a bug with one of the new dlls.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps.
Developed the tiled map engine seen on the showcase.
Veterian for the military.
baxslash
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Posted: 3rd May 2012 08:21
[quoteAny chance of a command to toggle it back to the original way for compatibility? [/quote]
There is a sprite order command to do this but the name escapes me right now...

bjadams
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Posted: 3rd May 2012 09:44
Does the new GetImage command support transparencies and semi-transparencies? I cannot get it to capture that way. Is there something I am missing?
baxslash
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Posted: 3rd May 2012 11:08
It supports transparencies but I haven't tried semi transparencies. I'll do some tests and post some code.

bjadams
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Posted: 3rd May 2012 11:26
Baxslash I need to set the transparency of a sprite and still manage to GetImage it. Do I need to set the background as transparent?
baxslash
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Posted: 3rd May 2012 11:44 Edited at: 3rd May 2012 11:56
I'm doing a test project for you now...

EDIT: Attached. Seems to work for me

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Ian Rees
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Posted: 3rd May 2012 16:47
Particles are no longer working. Sometimes a particle processes, but mostly nothing...

Lee - thanks for the hard work that's gone into AppGameKit and the new release - much appreciated!
3d point in space
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Posted: 3rd May 2012 18:00 Edited at: 4th May 2012 00:21
ok after hours of going though my code the heap problem in my program that worked on the last version. I have found that ifstream is not working like it use too.
If I have a file that is small and loaded then using a larger file after words the heap is messed up. But if I load a very large file at first then a smaller file it works fine.

I don't know why this is happening in v107 and not the last version.
here is an example of the error i get know in v107


I bet it is because inFile is pointing to the same part of memory as the last file. So I guess it is not a mistake by agk programming I just will have to initialize the size of the files that can be read, but forgot how to do that.

I guess a fix to this heap problem is load a big file first or the biggest file then load a smaller file so the heap does not mess up.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps.
Developed the tiled map engine seen on the showcase.
Veterian for the military.
bjadams
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Posted: 3rd May 2012 19:15
Particles work fine here
Ancient Lady
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Posted: 3rd May 2012 19:31
This set of particles code worked fine in 1065, and does not appear at all in 1070:


Cheers,
Ancient Lady
Cliff Mellangard 3DEGS
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Posted: 3rd May 2012 22:34 Edited at: 3rd May 2012 23:07
Seams to be some issue with the set sprite frame ?
Seams like it throws somekind of frame 0 sometimes?
I use set sprite frame alot in my raycaster and it worked on 1065 but as soon as i installed 1070 so dosent it work anymore?

I found an simple workaround that forces it to not attempt changing frames if it is 0.

But its weird?

EDITED..............
Seams like the new update is more sensitiv if it gets an frame 0?
I have looked some more and my code sometime throws during a millisecond a frame zero and agk app crashes.
Alien Menace
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Posted: 4th May 2012 02:06 Edited at: 4th May 2012 02:09
Any advice on issues not related to T2/Visual Studio? I've had to rollback to 1065 because I can't test on device. Any help would be appreciated.

Apps published: 3
Paul Johnston
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Posted: 4th May 2012 02:13
Quote: "Seams like the new update is more sensitiv if it gets an frame 0?"


Frames start at 1, previously it would just clamp it to 1 but someone asked for it to return an error instead.

Quote: "ok after putting a big project into the new version this is a new error I have not seen before."


The heap error could be related to a bug I recently fixed (after 107) in CloneSprite() which was deleting a pointer twice. This would cause a heap corruption error at some random point somewhere else in the program. If you are not using this command then there is another bug somewhere.
bjadams
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Posted: 4th May 2012 09:23
Paul does GetImage support grabbing semitransparent images? I couldn't get it to work that way, though Baxslash had it work successfully. I am using windows7.
bjadams
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Posted: 4th May 2012 10:21
PARTICLES PROBLEM...

This is very weird. When running my project from VS2010 (Release) all works fine, but when running the windows exe (windows7) after 2-3 times the particles stop emitting!!!!
Ian Rees
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Posted: 4th May 2012 10:39
PARTICLES PROBLEM:

On the home screen of my game I have a routine that produces particles on a mouse click - if I repeated click under 1065 particles work fine; on 1070 they work inconsistently.

I thought maybe it was just Windows XP but it's the same on XP and Windows 7...

E
bjadams
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Posted: 4th May 2012 14:25 Edited at: 4th May 2012 16:04
.
apocolyp4
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Posted: 4th May 2012 14:42
Ian Rees and bjadams I had the same problem in T1. I found out if you add SetParticlesActive(ParticleNumber, 1) after you create each particle they should work fine.
Ian Rees
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Posted: 4th May 2012 15:04
@apocolyp4

Thanks - that's great. I can confirm that adding SetParticlesActive(ParticleID, 1) has solved the issue.

E
Cliff Mellangard 3DEGS
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Posted: 4th May 2012 18:44
Quote: "Frames start at 1, previously it would just clamp it to 1 but someone asked for it to return an error instead."

Its probably better as i fixed some errors in my raycaster because of it
Sometimes is it better with an error
Cheers
Paul Johnston
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Posted: 4th May 2012 19:13
Quote: " I found out if you add SetParticlesActive(ParticleNumber, 1) after you create each particle they should work fine"


Well found, I hadn't set the default to 1. It will be fixed in the next version.
Ian Rees
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Posted: 4th May 2012 22:40
Is anyone having problems closing their app with the red "x" at the top of the app window?

I get the "{AppName} has stopped working" Windows error message - but not every time. It seems to be worse on Windows 7, not got it under XP (yet).

AGK v 1070, Tier 1, Windows 7

E
bjadams
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Posted: 5th May 2012 00:42
in 107 T2 under Windows7 & Windows8 all works fine

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