Comments (10)
@Crystal-Shard please clarify, how do I reproduce this problem using this exact game? I tried running other games from the bundle menu, but don't observe the wrong font size in them.
Does this problem occur with original game(s), or with the game that you've already upgraded to 3.6.0?
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Hi @ivan-mogilko, thanks for checking this out!
The main build in Steam is in AGS3.3 (which works fine). If you switch to the betatest branch, you'll get the AGS3.6 build which has the above bug. I.e. from the Steam interface, right-click on the game and select properties, go to the betas tab, and type in the password: crystal77shard
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I forgot to mention that I've been running this game using current 3.6.0 engine, not original executable; so it was 3.6.0 engine executable but running old 3.3 game data.
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@Crystal-Shard unfortunately, the "password" you gave is not working, if I try entering it in "Enter beta access code" it sais "Beta access code invalid".
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@ivan-mogilko You mean like this?
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Alright, it worked now, no idea what happened earlier.
I will investigate further as soon as it's done downloading.
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Well, this is happening because some data is not properly reset when switching from one game to another.
There seem to be a better approach done in 3.6.1 already, but backporting the changes to 3.6.0 may be difficult as they are spread across multiple commits. I will see if it's possible to fix with some minimal changes in 3.6.0.
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Alternatively, is there some code I can add to the game_start() of the second game that would reset this specific bit of data? Like, the setting for manually overriding font height, something like that?
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Alternatively, is there some code I can add to the game_start() of the second game that would reset this specific bit of data? Like, the setting for manually overriding font height, something like that?
No, fonts cannot be edited script (unless they are drawn by plugin or script).
I pushed a fix, and it may be downloaded here:
https://cirrus-ci.com/task/6379375594045440
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That works. Looks like it even works if I don't recompile either game but just switch out the executable.
Thanks!
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Related Issues (20)
- Debugger: support step-over and step-out commands HOT 3
- Engine: Rendering graphical glitch HOT 9
- AGS 4: Script API: add "split options" for String.Split method HOT 6
- Deprecate 'function' keyword HOT 4
- Expand on_mouse_click callback parameters with click position
- Editor: having multiple project folders which names are different only in letter case breaks the item drag-n-drop HOT 1
- Editor: an option that disables panel dragging and un-docking
- Editor: restore document panes when resetting a layout
- Preprocessor gets infinite loop meeting a non-latin unicode char in script HOT 3
- Typos in DistanceBetween routine cause wrong calculation HOT 3
- Engine: Windows freezes on Alt+Tab for a specific player HOT 17
- Script API: add "startIndex" parameter to String.IndexOf HOT 26
- Editor: Ctrl+C / Ctrl+V key shortcuts do not work in GUI editor HOT 1
- Editor and Engine: Make it easier to use the project prerequisites (SDL, Ogg, etc) HOT 7
- Feat. req. Pre 2.5 version games support (DOS, 3.11) for Windows runtime engine HOT 1
- AGS 4: remove 16-bit game color depth HOT 2
- Editor: batch-resave all project rooms in the latest format HOT 1
- AGS 4: in Script API change default values of "caseSensitive" parameters to "true"
- [AGS 4.00.00.07] Sierra style template and Tumbleweed template don't work HOT 4
- Support rasterizing the Room viewport to a dynamic sprite HOT 5
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