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Since 3.3.5 AGS does not allow to write any files into other path
rather than "$SAVEGAMEDIR$
" (personal user saves directory) or
"$APPDATADIR$
" (all-users game data directory). If you attempt to open
file for writing using relative path without location tag, the
filepath will be automatically remapped to $APPDATADIR$
location.
Because of that, for backwards compatibility reasons, when you try to
open file for reading using relative path without location tag, AGS will
first look for that file in $APPDATADIR$
, and only if no matching file
is found there, then the game installation directory will be checked.
To force opening file in the game installation directory (for reading) a
new location tag was introduced: "$INSTALLDIR$
". When using this tag
you will explicitly tell AGS to look in and only in the game's
installation directory. However, if you try opening file for writing at
such location, that will result in failure.
Players are now allowed to set up their own custom path in game setup,
where the game saves&data will be written. This is done in the game
setup program. This works as if $SAVEGAMEDIR$
and $APPDATADIR$
were
redirected to custom location. Redirection is done internally by the
engine, you do not need to add anything to your game scripts to make it
work.
Conceptually, AGS is gradually leaning towards using only "symbols of file locations" rather than actual, explicit locations on the filesystem.
Furthermore, game setup will now write config file into game saves location, rather than game's installation directory. If config file is present in the game installation folder, then it is used as "default" read-only config file. The config in saves folder overrides default one. This way it should be totally safe to install AGS games into C:/Program Files, without having administrative rights.
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
Legal Notice
Getting in touch