Welcome to the Chocolatey Community Package Repository! The packages found in this section of the site are provided, maintained, and moderated by the community.
Moderation
Every version of each package undergoes a rigorous moderation process before it goes live that typically includes:
- Security, consistency, and quality checking
- Installation testing
- Virus checking through VirusTotal
- Human moderators who give final review and sign off
More detail at Security and Moderation.
Organizational Use
If you are an organization using Chocolatey, we want your experience to be fully reliable. Due to the nature of this publicly offered repository, reliability cannot be guaranteed. Packages offered here are subject to distribution rights, which means they may need to reach out further to the internet to the official locations to download files at runtime.
Fortunately, distribution rights do not apply for internal use. With any edition of Chocolatey (including the free open source edition), you can host your own packages and cache or internalize existing community packages.
Disclaimer
Your use of the packages on this site means you understand they are not supported or guaranteed in any way. Learn more...
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STEP1
Package Review
-
STEP2
Integration Method
-
STEP3
Internal Repo Url
-
STEP4
Environment Setup
-
STEP5
Install Script
Step 1: Review Your Packages
Step 2: Choose Your Integration Method
Step 3: Enter Your Internal Repository Url
(this should look similar to https://community.chocolatey.org/api/v2/)
Step 3: Copy Your Script or Download Config
Option 1: Copy Script
Option 2: Download Config
Step 4: Setup Your Environment
1. Ensure you are set for organizational deployment
Please see the organizational deployment guide
2. Get the package into your environment
Option 1: Cached Package (Unreliable, Requires Internet - Same As Community)-
Open Source or Commercial:
- Proxy Repository - Create a proxy nuget repository on Nexus, Artifactory Pro, or a proxy Chocolatey repository on ProGet. Point your upstream to https://community.chocolatey.org/api/v2/. Packages cache on first access automatically. Make sure your choco clients are using your proxy repository as a source and NOT the default community repository. See source command for more information.
-
You can also just download the packages and push them to a repository
Download Packages
-
Open Source
-
Download the packages:
Download Packages - Follow manual internalization instructions
-
-
Package Internalizer (C4B)
-
Run: (additional options)
-
For package and dependencies run:
- Automate package internalization
-
Run: (additional options)
Step 5: Copy Your Script
See options you can pass to upgrade.
See best practices for scripting.
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
## 1. REQUIREMENTS ##
### Here are the requirements necessary to ensure this is successful.
### a. Internal/Private Cloud Repository Set Up ###
#### You'll need an internal/private cloud repository you can use. These are
#### generally really quick to set up and there are quite a few options.
#### Chocolatey Software recommends Nexus, Artifactory Pro, or ProGet as they
#### are repository servers and will give you the ability to manage multiple
#### repositories and types from one server installation.
### b. Download Chocolatey Package and Put on Internal Repository ###
#### You need to have downloaded the Chocolatey package as well.
#### Please see https://chocolatey.org/install#organization
### c. Other Requirements ###
#### We initialize a few things that are needed by this script - there are no other requirements.
$ErrorActionPreference = "Stop"
#### Set TLS 1.2 (3072) as that is the minimum required by various up-to-date repositories.
#### Use integers because the enumeration value for TLS 1.2 won't exist
#### in .NET 4.0, even though they are addressable if .NET 4.5+ is
#### installed (.NET 4.5 is an in-place upgrade).
[System.Net.ServicePointManager]::SecurityProtocol = [System.Net.ServicePointManager]::SecurityProtocol -bor 3072
#### We use this variable for future REST calls.
$RequestArguments = @{
UseBasicParsing = $true
}
## 2. TOP LEVEL VARIABLES ##
### a. Your internal repository url (the main one). ###
#### Should be similar to what you see when you browse
#### to https://community.chocolatey.org/api/v2/
$NugetRepositoryUrl = "INTERNAL REPO URL"
### b. Internal Repository Credential ###
#### If required, add the repository access credential here
# $NugetRepositoryCredential = [PSCredential]::new(
# "username",
# ("password" | ConvertTo-SecureString -AsPlainText -Force)
# )
# $RequestArguments.Credential = $NugetRepositoryCredential
### c. Chocolatey nupkg download url ###
#### This url should result in an immediate download when you navigate to it
$ChocolateyDownloadUrl = "$($NugetRepositoryUrl.TrimEnd('/'))/package/chocolatey.1.1.0.nupkg"
### d. Chocolatey Central Management (CCM) ###
#### If using CCM to manage Chocolatey, add the following:
#### i. Endpoint URL for CCM
# $ChocolateyCentralManagementUrl = "https://chocolatey-central-management:24020/ChocolateyManagementService"
#### ii. If using a Client Salt, add it here
# $ChocolateyCentralManagementClientSalt = "clientsalt"
#### iii. If using a Service Salt, add it here
# $ChocolateyCentralManagementServiceSalt = "servicesalt"
## 3. ENSURE CHOCOLATEY IS INSTALLED ##
### Ensure Chocolatey is installed from your internal repository
#### Download the Nupkg, appending .zip to the filename to handle archive cmdlet limitations
if (-not (Get-Command choco.exe -ErrorAction SilentlyContinue)) {
$TempDirectory = Join-Path $env:Temp "chocolateyInstall"
if (-not (Test-Path $TempDirectory -PathType Container)) {
$null = New-Item -Path $TempDirectory -ItemType Directory
}
$DownloadedNupkg = Join-Path $TempDirectory "$(Split-Path $ChocolateyDownloadUrl -Leaf).zip"
Invoke-WebRequest -Uri $ChocolateyDownloadUrl -OutFile $DownloadedNupkg @RequestArguments
#### Extract the Nupkg, and run the chocolateyInstall script
if (Get-Command Microsoft.PowerShell.Archive\Expand-Archive -ErrorAction SilentlyContinue) {
Microsoft.PowerShell.Archive\Expand-Archive -Path $DownloadedNupkg -DestinationPath $TempDirectory -Force
} else {
# PowerShell versions <4.0 do not have this function available
try {
$shellApplication = New-Object -ComObject Shell.Application
$zipPackage = $shellApplication.NameSpace($DownloadedNupkg)
$destinationFolder = $shellApplication.NameSpace($TempDirectory)
$destinationFolder.CopyHere($zipPackage.Items(), 0x10)
} catch {
Write-Warning "Unable to unzip package using built-in compression."
throw $_
}
}
& $(Join-Path $TempDirectory "tools\chocolateyInstall.ps1")
}
if (-not (Get-Command choco.exe -ErrorAction SilentlyContinue)) {
refreshenv
}
## 4. CONFIGURE CHOCOLATEY BASELINE ##
### a. FIPS Feature ###
#### If you need FIPS compliance - make this the first thing you configure
#### before you do any additional configuration or package installations
# choco feature enable -n useFipsCompliantChecksums
### b. Apply Recommended Configuration ###
#### Move cache location so Chocolatey is very deterministic about
#### cleaning up temporary data and the location is secured to admins
choco config set --name cacheLocation --value C:\ProgramData\chocolatey\cache
#### Increase timeout to at least 4 hours
choco config set --name commandExecutionTimeoutSeconds --value 14400
#### Turn off download progress when running choco through integrations
choco feature disable --name showDownloadProgress
### c. Sources ###
#### Remove the default community package repository source
choco source list --limitoutput | ConvertFrom-Csv -Header 'Name', 'Location' -Delimiter '|' | ForEach-Object {
if ($_.Location -eq 'https://community.chocolatey.org/api/v2/') {
choco source remove -n $_.Name
}
}
#### Add internal default sources
#### You could have multiple sources here, so we will provide an example
#### of one using the remote repo variable here
#### NOTE: This EXAMPLE may require changes
if ($NugetRepositoryCredential) {
choco source add --name ChocolateyInternal --source $NugetRepositoryUrl --user $NugetRepositoryCredential.UserName --password $NugetRepositoryCredential.GetNetworkCredential().Password --priority 1
} else {
choco source add --name ChocolateyInternal --source $NugetRepositoryUrl --priority 1
}
### b. Keep Chocolatey Up To Date ###
#### Keep chocolatey up to date based on your internal source
#### You control the upgrades based on when you push an updated version
#### to your internal repository.
#### Note the source here is to the OData feed, similar to what you see
#### when you browse to https://community.chocolatey.org/api/v2/
choco upgrade chocolatey --confirm
## 5. ENSURE CHOCOLATEY FOR BUSINESS ##
### If you don't have Chocolatey for Business (C4B), you'll want to remove from here down.
### a. Ensure The License File Is Installed ###
#### Create a license package using script from https://docs.chocolatey.org/en-us/how-tos/setup-offline-installation#exercise-4-create-a-package-for-the-license
choco install chocolatey-license --source $NugetRepositoryUrl --confirm
### b. Disable The Licensed Source ###
#### The licensed source cannot be removed, so it must be disabled.
#### This must occur after the license has been set by the license package.
if ("chocolatey-license" -in (choco list --localonly --limitoutput | ConvertFrom-Csv -Header "Name" -Delimiter "|").Name) {
choco source disable --name chocolatey.licensed
} else {
Write-Warning "Not disabling 'chocolatey.licensed' feed, as Chocolatey-License has not been installed."
}
### c. Ensure Chocolatey Licensed Extension ###
#### You will have downloaded the licensed extension to your internal repository
#### as you have disabled the licensed repository in step 5b.
#### Ensure the chocolatey.extension package (aka Chocolatey Licensed Extension)
if ("chocolatey-license" -in (choco list --localonly --limitoutput | ConvertFrom-Csv -Header "Name" -Delimiter "|").Name) {
choco install chocolatey.extension --source $NugetRepositoryUrl --confirm
} else {
Write-Warning "Not installing 'chocolatey.extension', as Chocolatey-License has not been installed."
}
#### The Chocolatey Licensed Extension unlocks all of the following, which also have configuration/feature items available with them. You may want to visit the feature pages to see what you might want to also enable:
#### - Package Builder - https://docs.chocolatey.org/en-us/features/paid/package-builder
#### - Package Internalizer - https://docs.chocolatey.org/en-us/features/paid/package-internalizer
#### - Package Synchronization (3 components) - https://docs.chocolatey.org/en-us/features/paid/package-synchronization
#### - Package Reducer - https://docs.chocolatey.org/en-us/features/paid/package-reducer
#### - Package Audit - https://docs.chocolatey.org/en-us/features/paid/package-audit
#### - Package Throttle - https://docs.chocolatey.org/en-us/features/paid/package-throttle
#### - CDN Cache Access - https://docs.chocolatey.org/en-us/features/paid/private-cdn
#### - Branding - https://docs.chocolatey.org/en-us/features/paid/branding
#### - Self-Service Anywhere (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/self-service-anywhere
#### - Chocolatey Central Management (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/chocolatey-central-management
#### - Other - https://docs.chocolatey.org/en-us/features/paid/
### d. Ensure Self-Service Anywhere ###
#### If you have desktop clients where users are not administrators, you may
#### to take advantage of deploying and configuring Self-Service anywhere
choco feature disable --name showNonElevatedWarnings
choco feature enable --name useBackgroundService
choco feature enable --name useBackgroundServiceWithNonAdministratorsOnly
choco feature enable --name allowBackgroundServiceUninstallsFromUserInstallsOnly
choco config set --name allowedBackgroundServiceCommands --value "install,upgrade,uninstall"
### e. Ensure Chocolatey Central Management ###
#### If you want to manage and report on endpoints, you can set up and configure
### Central Management. There are multiple portions to manage, so you'll see
### a section on agents here along with notes on how to configure the server
### side components.
if ($ChocolateyCentralManagementUrl) {
choco install chocolatey-agent --source $NugetRepositoryUrl --confirm
choco config set --name CentralManagementServiceUrl --value $ChocolateyCentralManagementUrl
if ($ChocolateyCentralManagementClientSalt) {
choco config set --name centralManagementClientCommunicationSaltAdditivePassword --value $ChocolateyCentralManagementClientSalt
}
if ($ChocolateyCentralManagementServiceSalt) {
choco config set --name centralManagementServiceCommunicationSaltAdditivePassword --value $ChocolateyCentralManagementServiceSalt
}
choco feature enable --name useChocolateyCentralManagement
choco feature enable --name useChocolateyCentralManagementDeployments
}
See docs at https://docs.ansible.com/ansible/latest/modules/win_chocolatey_module.html.
If Applicable - Chocolatey Configuration/Installation
## 1. REQUIREMENTS ##
### Here are the requirements necessary to ensure this is successful.
### a. Internal/Private Cloud Repository Set Up ###
#### You'll need an internal/private cloud repository you can use. These are
#### generally really quick to set up and there are quite a few options.
#### Chocolatey Software recommends Nexus, Artifactory Pro, or ProGet as they
#### are repository servers and will give you the ability to manage multiple
#### repositories and types from one server installation.
### b. Download Chocolatey Package and Put on Internal Repository ###
#### You need to have downloaded the Chocolatey package as well.
#### Please see https://chocolatey.org/install#organization
### c. Other Requirements ###
#### i. chocolatey.chocolatey
##### You will require the chocolatey.chocolatey collection to be installed
##### on all machines using this playbook.
##### Please see https://github.com/chocolatey/chocolatey-ansible/#installing-the-collection-from-ansible-galaxy
- name: Install and Configure Chocolatey
hosts: all
## 2. TOP LEVEL VARIABLES ##
vars:
### a. Your internal repository url (the main one). ###
#### Should be similar to what you see when you browse
#### to https://community.chocolatey.org/api/v2/
nuget_repository_url: INTERNAL REPO URL
### b. Internal Repository Credential ###
#### If required, add the repository access credential here and
#### uncomment lines with source_username and source_password below
# nuget_repository_username: username
# nuget_repository_password: password
### c. Chocolatey Central Management (CCM) ###
#### If using CCM to manage Chocolatey, add the following:
#### i. Endpoint URL for CCM
# chocolatey_central_management_url: https://chocolatey-central-management:24020/ChocolateyManagementService
#### ii. If using a Client Salt, add it here
# chocolatey_central_management_client_salt: clientsalt
#### iii. If using a Service Salt, add it here
# chocolatey_central_management_service_salt: servicesalt
## 3. ENSURE CHOCOLATEY IS INSTALLED ##
### Ensure Chocolatey is installed from your internal repository
tasks:
- name: Install chocolatey
win_chocolatey:
name: chocolatey
source: {{ nuget_repository_url }}
# source_username: {{ nuget_repository_username }}
# source_password: {{ nuget_repository_password }}
## 4. CONFIGURE CHOCOLATEY BASELINE ##
### a. FIPS Feature ###
#### If you need FIPS compliance - make this the first thing you configure
#### before you do any additional configuration or package installations
# - name: Enable FIPS compliance
# win_chocolatey_feature:
# name: useFipsCompliantChecksums
# state: enabled
### b. Apply Recommended Configuration ###
#### Move cache location so Chocolatey is very deterministic about
#### cleaning up temporary data and the location is secured to admins
- name: Set the cache location
win_chocolatey_config:
name: cacheLocation
state: present
value: C:\ProgramData\chocolatey\cache
#### Increase timeout to at least 4 hours
- name: Set the command execution timeout
win_chocolatey_config:
name: commandExecutionTimeoutSeconds
state: present
value: 14400
#### Turn off download progress when running choco through integrations
- name: Disable showing download progress
win_chocolatey_feature:
name: showDownloadProgress
state: disabled
### c. Sources ###
#### Remove the default community package repository source
- name: Remove Chocolatey Community Repository
win_chocolatey_source:
name: chocolatey
state: absent
#### Add internal default sources
#### You could have multiple sources here, so we will provide an example
#### of one using the remote repo variable here
#### NOTE: This EXAMPLE may require changes
- name: Add Internal Repository
win_chocolatey_source:
name: ChocolateyInternal
state: present
source: {{ nuget_repository_url }}
# source_username: {{ nuget_repository_username }}
# source_password: {{ nuget_repository_password }}
priority: 1
### b. Keep Chocolatey Up To Date ###
#### Keep chocolatey up to date based on your internal source
#### You control the upgrades based on when you push an updated version
#### to your internal repository.
#### Note the source here is to the OData feed, similar to what you see
#### when you browse to https://community.chocolatey.org/api/v2/
- name: Upgrade Chocolatey
win_chocolatey:
name: chocolatey
state: latest
## 5. ENSURE CHOCOLATEY FOR BUSINESS ##
### If you don't have Chocolatey for Business (C4B), you'll want to remove from here down.
### a. Ensure The License File Is Installed ###
#### Create a license package using script from https://docs.chocolatey.org/en-us/how-tos/setup-offline-installation#exercise-4-create-a-package-for-the-license
- name: Install Chocolatey License
win_chocolatey:
name: chocolatey-license
source: ChocolateyInternal
state: latest
### b. Disable The Licensed Source ###
#### The licensed source cannot be removed, so it must be disabled.
#### This must occur after the license has been set by the license package.
- name: Disable Chocolatey Community Repository
win_chocolatey_source:
name: chocolatey.licensed
state: disabled
### c. Ensure Chocolatey Licensed Extension ###
#### You will have downloaded the licensed extension to your internal repository
#### as you have disabled the licensed repository in step 5b.
#### Ensure the chocolatey.extension package (aka Chocolatey Licensed Extension)
- name: Install Chocolatey Extension
win_chocolatey:
name: chocolatey.extension
source: ChocolateyInternal
state: latest
#### The Chocolatey Licensed Extension unlocks all of the following, which also have configuration/feature items available with them. You may want to visit the feature pages to see what you might want to also enable:
#### - Package Builder - https://docs.chocolatey.org/en-us/features/paid/package-builder
#### - Package Internalizer - https://docs.chocolatey.org/en-us/features/paid/package-internalizer
#### - Package Synchronization (3 components) - https://docs.chocolatey.org/en-us/features/paid/package-synchronization
#### - Package Reducer - https://docs.chocolatey.org/en-us/features/paid/package-reducer
#### - Package Audit - https://docs.chocolatey.org/en-us/features/paid/package-audit
#### - Package Throttle - https://docs.chocolatey.org/en-us/features/paid/package-throttle
#### - CDN Cache Access - https://docs.chocolatey.org/en-us/features/paid/private-cdn
#### - Branding - https://docs.chocolatey.org/en-us/features/paid/branding
#### - Self-Service Anywhere (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/self-service-anywhere
#### - Chocolatey Central Management (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/chocolatey-central-management
#### - Other - https://docs.chocolatey.org/en-us/features/paid/
### d. Ensure Self-Service Anywhere ###
#### If you have desktop clients where users are not administrators, you may
#### to take advantage of deploying and configuring Self-Service anywhere
- name: Hide not-elevated warnings
win_chocolatey_feature:
name: showNonElevatedWarnings
state: disabled
- name: Use background mode for self-service
win_chocolatey_feature:
name: useBackgroundService
state: enabled
- name: Use background service for non-admins
win_chocolatey_feature:
name: useBackgroundServiceWithNonAdministratorsOnly
state: enabled
- name: Allow background uninstallation for user installs
win_chocolatey_feature:
name: allowBackgroundServiceUninstallsFromUserInstallsOnly
state: enabled
- name: Set allowed background service commands
win_chocolatey_config:
name: backgroundServiceAllowedCommands
state: present
value: install,upgrade,uninstall
### e. Ensure Chocolatey Central Management ###
#### If you want to manage and report on endpoints, you can set up and configure
### Central Management. There are multiple portions to manage, so you'll see
### a section on agents here along with notes on how to configure the server
### side components.
- name: Install Chocolatey Agent
when: chocolatey_central_management_url is defined
win_chocolatey:
name: chocolatey-agent
source: ChocolateyInternal
state: latest
- name: Set the Central Management Service URL
when: chocolatey_central_management_url is defined
win_chocolatey_config:
name: CentralManagementServiceUrl
state: present
value: {{ chocolatey_central_management_url }}
- name: Set the Central Management Client Salt
when: chocolatey_central_management_client_salt is defined
win_chocolatey_config:
name: centralManagementClientCommunicationSaltAdditivePassword
state: present
value: {{ chocolatey_central_management_client_salt }}
- name: Set the Central Management Service Salt
when: chocolatey_central_management_service_salt is defined
win_chocolatey_config:
name: centralManagementServiceCommunicationSaltAdditivePassword
state: present
value: {{ chocolatey_central_management_service_salt }}
- name: Use Central Management
when: chocolatey_central_management_url is defined
win_chocolatey_feature:
name: useChocolateyCentralManagement
state: enabled
- name: Use Central Management Deployments
when: chocolatey_central_management_url is defined
win_chocolatey_feature:
name: useChocolateyCentralManagementDeployments
state: enabled
See docs at https://docs.chef.io/resource_chocolatey_package.html.
If Applicable - Chocolatey Configuration/Installation
## 1. REQUIREMENTS ##
### Here are the requirements necessary to ensure this is successful.
### a. Internal/Private Cloud Repository Set Up ###
#### You'll need an internal/private cloud repository you can use. These are
#### generally really quick to set up and there are quite a few options.
#### Chocolatey Software recommends Nexus, Artifactory Pro, or ProGet as they
#### are repository servers and will give you the ability to manage multiple
#### repositories and types from one server installation.
### b. Download Chocolatey Package and Put on Internal Repository ###
#### You need to have downloaded the Chocolatey package as well.
#### Please see https://chocolatey.org/install#organization
### c. Other Requirements ###
#### The Chocolatey resources are available with any recent version of Chef.
#### We utilise the Chocolatey recipe to install the Chocolatey binaries.
include_recipe "chocolatey"
## 2. TOP LEVEL VARIABLES ##
### a. Your internal repository url (the main one). ###
#### Should be similar to what you see when you browse
#### to https://community.chocolatey.org/api/v2/
NugetRepositoryUrl = "INTERNAL REPO URL"
### b. Internal Repository Credential ###
#### If required, add the repository access credential here
# NugetRepositoryUsername = "username"
# NugetRepositoryPassword = "password"
### c. Chocolatey nupkg download url ###
#### This url should result in an immediate download when you navigate to it in
#### a web browser
ChocolateyNupkgUrl = "INTERNAL REPO URL/package/chocolatey.1.1.0.nupkg",
### d. Chocolatey Central Management (CCM) ###
#### If using CCM to manage Chocolatey, add the following:
#### i. Endpoint URL for CCM
# ChocolateyCentralManagementUrl = "https://chocolatey-central-management:24020/ChocolateyManagementService"
#### ii. If using a Client Salt, add it here
# ChocolateyCentralManagementClientSalt = "clientsalt"
#### iii. If using a Service Salt, add it here
# ChocolateyCentralManagementServiceSalt = "servicesalt"
## 3. ENSURE CHOCOLATEY IS INSTALLED ##
### Ensure Chocolatey is installed from your internal repository
node['chocolatey']['install vars'] = {
'chocolateyDownloadUrl' => "#{ChocolateyNupkgUrl}",
}
## 4. CONFIGURE CHOCOLATEY BASELINE ##
### a. FIPS Feature ###
#### If you need FIPS compliance - make this the first thing you configure
#### before you do any additional configuration or package installations
# chocolatey_feature 'useFipsCompliantChecksums' do
# action :enable
# end
### b. Apply Recommended Configuration ###
#### Move cache location so Chocolatey is very deterministic about
#### cleaning up temporary data and the location is secured to admins
chocolatey_config 'cacheLocation' do
value 'C:\ProgramData\chocolatey\cache'
end
#### Increase timeout to at least 4 hours
chocolatey_config 'commandExecutionTimeoutSeconds' do
value '14400'
end
#### Turn off download progress when running choco through integrations
chocolatey_feature 'showDownloadProgress' do
action :disable
end
### c. Sources ###
#### Remove the default community package repository source
chocolatey_source 'chocolatey' do
action :remove
end
#### Add internal default sources
#### You could have multiple sources here, so we will provide an example
#### of one using the remote repo variable here
#### NOTE: This EXAMPLE may require changes
chocolatey_source 'ChocolateyInternal' do
source "#{NugetRepositoryUrl}"
priority 1
action :add
end
execute 'ChocolateyInternal' do
command "choco source add --name ChocolateyInternal -s #{NugetRepositoryUrl} -u=#{NugetRepositoryUsername} -p=#{NugetRepositoryPassword} --priority=1"
only_if { NugetRepositoryUsername != nil || NugetRepositoryPassword != nil }
end
### b. Keep Chocolatey Up To Date ###
#### Keep chocolatey up to date based on your internal source
#### You control the upgrades based on when you push an updated version
#### to your internal repository.
#### Note the source here is to the OData feed, similar to what you see
#### when you browse to https://community.chocolatey.org/api/v2/
chocolatey_package 'chocolatey' do
action :upgrade
source "#{NugetRepositoryUrl}"
end
## 5. ENSURE CHOCOLATEY FOR BUSINESS ##
### If you don't have Chocolatey for Business (C4B), you'll want to remove from here down.
### a. Ensure The License File Is Installed ###
#### Create a license package using script from https://docs.chocolatey.org/en-us/how-tos/setup-offline-installation#exercise-4-create-a-package-for-the-license
chocolatey_package 'chocolatey-license' do
action :install
source "#{NugetRepositoryUrl}"
end
### b. Disable The Licensed Source ###
#### The licensed source cannot be removed, so it must be disabled.
#### This must occur after the license has been set by the license package.
chocolatey_source 'chocolatey.licensed' do
action :disable
end
### c. Ensure Chocolatey Licensed Extension ###
#### You will have downloaded the licensed extension to your internal repository
#### as you have disabled the licensed repository in step 5b.
#### Ensure the chocolatey.extension package (aka Chocolatey Licensed Extension)
chocolatey_package 'chocolatey.extention' do
action install
source "#{NugetRepositoryUrl}"
end
#### The Chocolatey Licensed Extension unlocks all of the following, which also have configuration/feature items available with them. You may want to visit the feature pages to see what you might want to also enable:
#### - Package Builder - https://docs.chocolatey.org/en-us/features/paid/package-builder
#### - Package Internalizer - https://docs.chocolatey.org/en-us/features/paid/package-internalizer
#### - Package Synchronization (3 components) - https://docs.chocolatey.org/en-us/features/paid/package-synchronization
#### - Package Reducer - https://docs.chocolatey.org/en-us/features/paid/package-reducer
#### - Package Audit - https://docs.chocolatey.org/en-us/features/paid/package-audit
#### - Package Throttle - https://docs.chocolatey.org/en-us/features/paid/package-throttle
#### - CDN Cache Access - https://docs.chocolatey.org/en-us/features/paid/private-cdn
#### - Branding - https://docs.chocolatey.org/en-us/features/paid/branding
#### - Self-Service Anywhere (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/self-service-anywhere
#### - Chocolatey Central Management (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/chocolatey-central-management
#### - Other - https://docs.chocolatey.org/en-us/features/paid/
### d. Ensure Self-Service Anywhere ###
#### If you have desktop clients where users are not administrators, you may
#### to take advantage of deploying and configuring Self-Service anywhere
chocolatey_feature 'showNonElevatedWarnings' do
action :disable
end
chocolatey_feature 'useBackgroundService' do
action :enable
end
chocolatey_feature 'useBackgroundServiceWithNonAdministratorsOnly' do
action :enable
end
chocolatey_feature 'allowBackgroundServiceUninstallsFromUserInstallsOnly' do
action :enable
end
chocolatey_config 'backgroundServiceAllowedCommands' do
value 'install,upgrade,uninstall'
end
### e. Ensure Chocolatey Central Management ###
#### If you want to manage and report on endpoints, you can set up and configure
### Central Management. There are multiple portions to manage, so you'll see
### a section on agents here along with notes on how to configure the server
### side components.
chocolatey_package 'chocolatey-agent' do
action install
source "#{NugetRepositoryUrl}"
# user "#{NugetRepositoryUsername}"
# password "#{NugetRepositoryPassword}"
only_if { ChocolateyCentralManagementUrl != nil }
end
chocolatey_config 'CentralManagementServiceUrl' do
value "#{ChocolateyCentralManagementUrl}"
only_if { ChocolateyCentralManagementUrl != nil }
end
chocolatey_config 'centralManagementClientCommunicationSaltAdditivePassword' do
value "#{ChocolateyCentralManagementClientSalt}"
only_if { ChocolateyCentralManagementClientSalt != nil }
end
chocolatey_config 'centralManagementServiceCommunicationSaltAdditivePassword' do
value "#{ChocolateyCentralManagementServiceSalt}"
only_if { ChocolateyCentralManagementServiceSalt != nil }
end
chocolatey_feature 'useChocolateyCentralManagement' do
action :enable
only_if { ChocolateyCentralManagementUrl != nil }
end
chocolatey_feature 'useChocolateyCentralManagementDeployments' do
action :enable
only_if { ChocolateyCentralManagementUrl != nil }
end
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
If Applicable - Chocolatey Configuration/Installation
#requires -Modules cChoco
## 1. REQUIREMENTS ##
### Here are the requirements necessary to ensure this is successful.
### a. Internal/Private Cloud Repository Set Up ###
#### You'll need an internal/private cloud repository you can use. These are
#### generally really quick to set up and there are quite a few options.
#### Chocolatey Software recommends Nexus, Artifactory Pro, or ProGet as they
#### are repository servers and will give you the ability to manage multiple
#### repositories and types from one server installation.
### b. Download Chocolatey Package and Put on Internal Repository ###
#### You need to have downloaded the Chocolatey package as well.
#### Please see https://chocolatey.org/install#organization
### c. Other Requirements ###
#### i. Requires chocolatey\cChoco DSC module to be installed on the machine compiling the DSC manifest
#### NOTE: This will need to be installed before running the DSC portion of this script
if (-not (Get-Module cChoco -ListAvailable)) {
$null = Install-PackageProvider -Name NuGet -MinimumVersion 2.8.5.201 -Force
if (($PSGallery = Get-PSRepository -Name PSGallery).InstallationPolicy -ne "Trusted") {
Set-PSRepository -Name PSGallery -InstallationPolicy Trusted
}
Install-Module -Name cChoco
if ($PSGallery.InstallationPolicy -ne "Trusted") {
Set-PSRepository -Name PSGallery -InstallationPolicy $PSGallery.InstallationPolicy
}
}
#### ii. Requires a hosted copy of the install.ps1 script
##### This should be available to download without authentication.
##### The original script can be found here: https://community.chocolatey.org/install.ps1
Configuration ChocolateyConfig {
## 2. TOP LEVEL VARIABLES ##
param(
### a. Your internal repository url (the main one). ###
#### Should be similar to what you see when you browse
#### to https://community.chocolatey.org/api/v2/
$NugetRepositoryUrl = "INTERNAL REPO URL",
### b. Chocolatey nupkg download url ###
#### This url should result in an immediate download when you navigate to it in
#### a web browser
$ChocolateyNupkgUrl = "INTERNAL REPO URL/package/chocolatey.1.1.0.nupkg",
### c. Internal Repository Credential ###
#### If required, add the repository access credential here
# $NugetRepositoryCredential = [PSCredential]::new(
# "username",
# ("password" | ConvertTo-SecureString -AsPlainText -Force)
# ),
### d. Install.ps1 URL
#### The path to the hosted install script:
$ChocolateyInstallPs1Url = "https://community.chocolatey.org/install.ps1"
### e. Chocolatey Central Management (CCM) ###
#### If using CCM to manage Chocolatey, add the following:
#### i. Endpoint URL for CCM
# $ChocolateyCentralManagementUrl = "https://chocolatey-central-management:24020/ChocolateyManagementService",
#### ii. If using a Client Salt, add it here
# $ChocolateyCentralManagementClientSalt = "clientsalt",
#### iii. If using a Service Salt, add it here
# $ChocolateyCentralManagementServiceSalt = "servicesalt"
)
Import-DscResource -ModuleName PSDesiredStateConfiguration
Import-DscResource -ModuleName cChoco
Node 'localhost' {
## 3. ENSURE CHOCOLATEY IS INSTALLED ##
### Ensure Chocolatey is installed from your internal repository
Environment chocoDownloadUrl {
Name = "chocolateyDownloadUrl"
Value = $ChocolateyNupkgUrl
}
cChocoInstaller installChocolatey {
DependsOn = "[Environment]chocoDownloadUrl"
InstallDir = Join-Path $env:ProgramData "chocolatey"
ChocoInstallScriptUrl = $ChocolateyInstallPs1Url
}
## 4. CONFIGURE CHOCOLATEY BASELINE ##
### a. FIPS Feature ###
#### If you need FIPS compliance - make this the first thing you configure
#### before you do any additional configuration or package installations
# cChocoFeature featureFipsCompliance {
# FeatureName = "useFipsCompliantChecksums"
# }
### b. Apply Recommended Configuration ###
#### Move cache location so Chocolatey is very deterministic about
#### cleaning up temporary data and the location is secured to admins
cChocoConfig cacheLocation {
DependsOn = "[cChocoInstaller]installChocolatey"
ConfigName = "cacheLocation"
Value = "C:\ProgramData\chocolatey\cache"
}
#### Increase timeout to at least 4 hours
cChocoConfig commandExecutionTimeoutSeconds {
DependsOn = "[cChocoInstaller]installChocolatey"
ConfigName = "commandExecutionTimeoutSeconds"
Value = 14400
}
#### Turn off download progress when running choco through integrations
cChocoFeature showDownloadProgress {
DependsOn = "[cChocoInstaller]installChocolatey"
FeatureName = "showDownloadProgress"
Ensure = "Absent"
}
### c. Sources ###
#### Remove the default community package repository source
cChocoSource removeCommunityRepository {
DependsOn = "[cChocoInstaller]installChocolatey"
Name = "chocolatey"
Ensure = "Absent"
}
#### Add internal default sources
#### You could have multiple sources here, so we will provide an example
#### of one using the remote repo variable here.
#### NOTE: This EXAMPLE may require changes
cChocoSource addInternalSource {
DependsOn = "[cChocoInstaller]installChocolatey"
Name = "ChocolateyInternal"
Source = $NugetRepositoryUrl
Credentials = $NugetRepositoryCredential
Priority = 1
}
### b. Keep Chocolatey Up To Date ###
#### Keep chocolatey up to date based on your internal source
#### You control the upgrades based on when you push an updated version
#### to your internal repository.
#### Note the source here is to the OData feed, similar to what you see
#### when you browse to https://community.chocolatey.org/api/v2/
cChocoPackageInstaller updateChocolatey {
DependsOn = "[cChocoSource]addInternalSource", "[cChocoSource]removeCommunityRepository"
Name = "chocolatey"
AutoUpgrade = $true
}
## 5. ENSURE CHOCOLATEY FOR BUSINESS ##
### If you don't have Chocolatey for Business (C4B), you'll want to remove from here down.
### a. Ensure The License File Is Installed ###
#### Create a license package using script from https://docs.chocolatey.org/en-us/how-tos/setup-offline-installation#exercise-4-create-a-package-for-the-license
cChocoPackageInstaller chocolateyLicense {
DependsOn = "[cChocoPackageInstaller]updateChocolatey"
Name = "chocolatey-license"
}
### b. Disable The Licensed Source ###
#### The licensed source cannot be removed, so it must be disabled.
#### This must occur after the license has been set by the license package.
Script disableLicensedSource {
DependsOn = "[cChocoPackageInstaller]chocolateyLicense"
GetScript = {
$Source = choco source list --limitoutput | `
ConvertFrom-Csv -Delimiter '|' -Header Name, Source, Disabled | `
Where-Object Name -eq "chocolatey.licensed"
return @{
Result = if ($Source) {
[bool]::Parse($Source.Disabled)
} else {
Write-Warning "Source 'chocolatey.licensed' was not present."
$true # Source does not need disabling
}
}
}
SetScript = {
$null = choco source disable --name "chocolatey.licensed"
}
TestScript = {
$State = [ScriptBlock]::Create($GetScript).Invoke()
return $State.Result
}
}
### c. Ensure Chocolatey Licensed Extension ###
#### You will have downloaded the licensed extension to your internal repository
#### as you have disabled the licensed repository in step 5b.
#### Ensure the chocolatey.extension package (aka Chocolatey Licensed Extension)
cChocoPackageInstaller chocolateyLicensedExtension {
DependsOn = "[Script]disableLicensedSource"
Name = "chocolatey.extension"
}
#### The Chocolatey Licensed Extension unlocks all of the following, which also have configuration/feature items available with them. You may want to visit the feature pages to see what you might want to also enable:
#### - Package Builder - https://docs.chocolatey.org/en-us/features/paid/package-builder
#### - Package Internalizer - https://docs.chocolatey.org/en-us/features/paid/package-internalizer
#### - Package Synchronization (3 components) - https://docs.chocolatey.org/en-us/features/paid/package-synchronization
#### - Package Reducer - https://docs.chocolatey.org/en-us/features/paid/package-reducer
#### - Package Audit - https://docs.chocolatey.org/en-us/features/paid/package-audit
#### - Package Throttle - https://docs.chocolatey.org/en-us/features/paid/package-throttle
#### - CDN Cache Access - https://docs.chocolatey.org/en-us/features/paid/private-cdn
#### - Branding - https://docs.chocolatey.org/en-us/features/paid/branding
#### - Self-Service Anywhere (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/self-service-anywhere
#### - Chocolatey Central Management (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/chocolatey-central-management
#### - Other - https://docs.chocolatey.org/en-us/features/paid/
### d. Ensure Self-Service Anywhere ###
#### If you have desktop clients where users are not administrators, you may
#### to take advantage of deploying and configuring Self-Service anywhere
cChocoFeature hideElevatedWarnings {
DependsOn = "[cChocoPackageInstaller]chocolateyLicensedExtension"
FeatureName = "showNonElevatedWarnings"
Ensure = "Absent"
}
cChocoFeature useBackgroundService {
DependsOn = "[cChocoPackageInstaller]chocolateyLicensedExtension"
FeatureName = "useBackgroundService"
Ensure = "Present"
}
cChocoFeature useBackgroundServiceWithNonAdmins {
DependsOn = "[cChocoPackageInstaller]chocolateyLicensedExtension"
FeatureName = "useBackgroundServiceWithNonAdministratorsOnly"
Ensure = "Present"
}
cChocoFeature useBackgroundServiceUninstallsForUserInstalls {
DependsOn = "[cChocoPackageInstaller]chocolateyLicensedExtension"
FeatureName = "allowBackgroundServiceUninstallsFromUserInstallsOnly"
Ensure = "Present"
}
cChocoConfig allowedBackgroundServiceCommands {
DependsOn = "[cChocoFeature]useBackgroundService"
ConfigName = "backgroundServiceAllowedCommands"
Value = "install,upgrade,uninstall"
}
### e. Ensure Chocolatey Central Management ###
#### If you want to manage and report on endpoints, you can set up and configure
### Central Management. There are multiple portions to manage, so you'll see
### a section on agents here along with notes on how to configure the server
### side components.
if ($ChocolateyCentralManagementUrl) {
cChocoPackageInstaller chocolateyAgent {
DependsOn = "[cChocoPackageInstaller]chocolateyLicensedExtension"
Name = "chocolatey-agent"
}
cChocoConfig centralManagementServiceUrl {
DependsOn = "[cChocoPackageInstaller]chocolateyAgent"
ConfigName = "CentralManagementServiceUrl"
Value = $ChocolateyCentralManagementUrl
}
if ($ChocolateyCentralManagementClientSalt) {
cChocoConfig centralManagementClientSalt {
DependsOn = "[cChocoPackageInstaller]chocolateyAgent"
ConfigName = "centralManagementClientCommunicationSaltAdditivePassword"
Value = $ChocolateyCentralManagementClientSalt
}
}
if ($ChocolateyCentralManagementServiceSalt) {
cChocoConfig centralManagementServiceSalt {
DependsOn = "[cChocoPackageInstaller]chocolateyAgent"
ConfigName = "centralManagementServiceCommunicationSaltAdditivePassword"
Value = $ChocolateyCentralManagementServiceSalt
}
}
cChocoFeature useCentralManagement {
DependsOn = "[cChocoPackageInstaller]chocolateyAgent"
FeatureName = "useChocolateyCentralManagement"
Ensure = "Present"
}
cChocoFeature useCentralManagementDeployments {
DependsOn = "[cChocoPackageInstaller]chocolateyAgent"
FeatureName = "useChocolateyCentralManagementDeployments"
Ensure = "Present"
}
}
}
}
# If working this into an existing configuration with a good method for
$ConfigData = @{
AllNodes = @(
@{
NodeName = "localhost"
PSDscAllowPlainTextPassword = $true
}
)
}
try {
Push-Location $env:Temp
$Config = ChocolateyConfig -ConfigurationData $ConfigData
Start-DscConfiguration -Path $Config.PSParentPath -Wait -Verbose -Force
} finally {
Pop-Location
}
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
If Applicable - Chocolatey Configuration/Installation
## 1. REQUIREMENTS ##
### Here are the requirements necessary to ensure this is successful.
### a. Internal/Private Cloud Repository Set Up ###
#### You'll need an internal/private cloud repository you can use. These are
#### generally really quick to set up and there are quite a few options.
#### Chocolatey Software recommends Nexus, Artifactory Pro, or ProGet as they
#### are repository servers and will give you the ability to manage multiple
#### repositories and types from one server installation.
### b. Download Chocolatey Package and Put on Internal Repository ###
#### You need to have downloaded the Chocolatey package as well.
#### Please see https://chocolatey.org/install#organization
### c. Other Requirements ###
#### i. Requires puppetlabs/chocolatey module
#### See https://forge.puppet.com/puppetlabs/chocolatey
## 2. TOP LEVEL VARIABLES ##
### a. Your internal repository url (the main one). ###
#### Should be similar to what you see when you browse
#### to https://community.chocolatey.org/api/v2/
$_repository_url = 'INTERNAL REPO URL'
### b. Chocolatey nupkg download url ###
#### This url should result in an immediate download when you navigate to it in
#### a web browser
$_choco_download_url = 'INTERNAL REPO URL/package/chocolatey.1.1.0.nupkg'
### c. Chocolatey Central Management (CCM) ###
#### If using CCM to manage Chocolatey, add the following:
#### i. Endpoint URL for CCM
# $_chocolatey_central_management_url = 'https://chocolatey-central-management:24020/ChocolateyManagementService'
#### ii. If using a Client Salt, add it here
# $_chocolatey_central_management_client_salt = "clientsalt"
#### iii. If using a Service Salt, add it here
# $_chocolatey_central_management_service_salt = 'servicesalt'
## 3. ENSURE CHOCOLATEY IS INSTALLED ##
### Ensure Chocolatey is installed from your internal repository
### Note: `chocolatey_download_url is completely different than normal
### source locations. This is directly to the bare download url for the
### chocolatey.nupkg, similar to what you see when you browse to
### https://community.chocolatey.org/api/v2/package/chocolatey
class {'chocolatey':
chocolatey_download_url => $_choco_download_url,
use_7zip => false,
}
## 4. CONFIGURE CHOCOLATEY BASELINE ##
### a. FIPS Feature ###
#### If you need FIPS compliance - make this the first thing you configure
#### before you do any additional configuration or package installations
#chocolateyfeature {'useFipsCompliantChecksums':
# ensure => enabled,
#}
### b. Apply Recommended Configuration ###
#### Move cache location so Chocolatey is very deterministic about
#### cleaning up temporary data and the location is secured to admins
chocolateyconfig {'cacheLocation':
value => 'C:\ProgramData\chocolatey\cache',
}
#### Increase timeout to at least 4 hours
chocolateyconfig {'commandExecutionTimeoutSeconds':
value => '14400',
}
#### Turn off download progress when running choco through integrations
chocolateyfeature {'showDownloadProgress':
ensure => disabled,
}
### c. Sources ###
#### Remove the default community package repository source
chocolateysource {'chocolatey':
ensure => absent,
location => 'https://community.chocolatey.org/api/v2/',
}
#### Add internal default sources
#### You could have multiple sources here, so we will provide an example
#### of one using the remote repo variable here
#### NOTE: This EXAMPLE requires changes
chocolateysource {'internal_chocolatey':
ensure => present,
location => $_repository_url,
priority => 1,
username => 'optional',
password => 'optional,not ensured',
bypass_proxy => true,
admin_only => false,
allow_self_service => false,
}
### b. Keep Chocolatey Up To Date ###
#### Keep chocolatey up to date based on your internal source
#### You control the upgrades based on when you push an updated version
#### to your internal repository.
#### Note the source here is to the OData feed, similar to what you see
#### when you browse to https://community.chocolatey.org/api/v2/
package {'chocolatey':
ensure => latest,
provider => chocolatey,
source => $_repository_url,
}
## 5. ENSURE CHOCOLATEY FOR BUSINESS ##
### If you don't have Chocolatey for Business (C4B), you'll want to remove from here down.
### a. Ensure The License File Is Installed ###
#### Create a license package using script from https://docs.chocolatey.org/en-us/guides/organizations/organizational-deployment-guide#exercise-4-create-a-package-for-the-license
# TODO: Add resource for installing/ensuring the chocolatey-license package
package {'chocolatey-license':
ensure => latest,
provider => chocolatey,
source => $_repository_url,
}
### b. Disable The Licensed Source ###
#### The licensed source cannot be removed, so it must be disabled.
#### This must occur after the license has been set by the license package.
## Disabled sources still need all other attributes until
## https://tickets.puppetlabs.com/browse/MODULES-4449 is resolved.
## Password is necessary with user, but not ensurable, so it should not
## matter what it is set to here. If you ever do get into trouble here,
## the password is your license GUID.
chocolateysource {'chocolatey.licensed':
ensure => disabled,
priority => '10',
user => 'customer',
password => '1234',
require => Package['chocolatey-license'],
}
### c. Ensure Chocolatey Licensed Extension ###
#### You will have downloaded the licensed extension to your internal repository
#### as you have disabled the licensed repository in step 5b.
#### Ensure the chocolatey.extension package (aka Chocolatey Licensed Extension)
package {'chocolatey.extension':
ensure => latest,
provider => chocolatey,
source => $_repository_url,
require => Package['chocolatey-license'],
}
#### The Chocolatey Licensed Extension unlocks all of the following, which also have configuration/feature items available with them. You may want to visit the feature pages to see what you might want to also enable:
#### - Package Builder - https://docs.chocolatey.org/en-us/features/paid/package-builder
#### - Package Internalizer - https://docs.chocolatey.org/en-us/features/paid/package-internalizer
#### - Package Synchronization (3 components) - https://docs.chocolatey.org/en-us/features/paid/package-synchronization
#### - Package Reducer - https://docs.chocolatey.org/en-us/features/paid/package-reducer
#### - Package Audit - https://docs.chocolatey.org/en-us/features/paid/package-audit
#### - Package Throttle - https://docs.chocolatey.org/en-us/features/paid/package-throttle
#### - CDN Cache Access - https://docs.chocolatey.org/en-us/features/paid/private-cdn
#### - Branding - https://docs.chocolatey.org/en-us/features/paid/branding
#### - Self-Service Anywhere (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/self-service-anywhere
#### - Chocolatey Central Management (more components will need to be installed and additional configuration will need to be set) - https://docs.chocolatey.org/en-us/features/paid/chocolatey-central-management
#### - Other - https://docs.chocolatey.org/en-us/features/paid/
### d. Ensure Self-Service Anywhere ###
#### If you have desktop clients where users are not administrators, you may
#### to take advantage of deploying and configuring Self-Service anywhere
chocolateyfeature {'showNonElevatedWarnings':
ensure => disabled,
}
chocolateyfeature {'useBackgroundService':
ensure => enabled,
}
chocolateyfeature {'useBackgroundServiceWithNonAdministratorsOnly':
ensure => enabled,
}
chocolateyfeature {'allowBackgroundServiceUninstallsFromUserInstallsOnly':
ensure => enabled,
}
chocolateyconfig {'backgroundServiceAllowedCommands':
value => 'install,upgrade,uninstall',
}
### e. Ensure Chocolatey Central Management ###
#### If you want to manage and report on endpoints, you can set up and configure
### Central Management. There are multiple portions to manage, so you'll see
### a section on agents here along with notes on how to configure the server
### side components.
if $_chocolatey_central_management_url {
package {'chocolatey-agent':
ensure => latest,
provider => chocolatey,
source => $_repository_url,
require => Package['chocolatey-license'],
}
chocolateyconfig {'CentralManagementServiceUrl':
value => $_chocolatey_central_management_url,
}
if $_chocolatey_central_management_client_salt {
chocolateyconfig {'centralManagementClientCommunicationSaltAdditivePassword':
value => $_chocolatey_central_management_client_salt,
}
}
if $_chocolatey_central_management_service_salt {
chocolateyconfig {'centralManagementClientCommunicationSaltAdditivePassword':
value => $_chocolatey_central_management_client_salt,
}
}
chocolateyfeature {'useChocolateyCentralManagement':
ensure => enabled,
require => Package['chocolatey-agent'],
}
chocolateyfeature {'useChocolateyCentralManagementDeployments':
ensure => enabled,
require => Package['chocolatey-agent'],
}
}
Need Help? View our docs or file an issue.
There is already a version of this package in your Script Builder
Current Version | New Version |
---|---|
- Passing
- Failing
- Pending
- Unknown / Exempted

Downloads:
1,769
Downloads of v 3.5.0.29:
115
Last Update:
06 Feb 2021
Package Maintainer(s):
Software Author(s):
- Chris Jones et al
Tags:
ags AdventureGameStudio
Adventure Game Studio
This is not the latest version of Adventure Game Studio available.
- 1
- 2
- 3
3.5.0.29 | Updated: 06 Feb 2021
Downloads:
1,769
Downloads of v 3.5.0.29:
115
Maintainer(s):
Software Author(s):
- Chris Jones et al
Edit Package
To edit the metadata for a package, please upload an updated version of the package.
Chocolatey's Community Package Repository currently does not allow updating package metadata on the website. This helps ensure that the package itself (and the source used to build the package) remains the one true source of package metadata.
This does require that you increment the package version.
- 1
- 2
- 3
Adventure Game Studio
3.5.0.29
This is not the latest version of Adventure Game Studio available.
- 1
- 2
- 3
All Checks are Passing
3 Passing Tests
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Adventure Game Studio, run the following command from the command line or from PowerShell:
To upgrade Adventure Game Studio, run the following command from the command line or from PowerShell:
To uninstall Adventure Game Studio, run the following command from the command line or from PowerShell:
Deployment Method:
📝 NOTE: This applies to both open source and commercial editions of Chocolatey.
1. Enter Your Internal Repository Url
(this should look similar to https://community.chocolatey.org/api/v2/)
2. Setup Your Environment
1. Ensure you are set for organizational deployment
Please see the organizational deployment guide
2. Get the package into your environment
Option 1: Cached Package (Unreliable, Requires Internet - Same As Community)-
Open Source or Commercial:
- Proxy Repository - Create a proxy nuget repository on Nexus, Artifactory Pro, or a proxy Chocolatey repository on ProGet. Point your upstream to https://community.chocolatey.org/api/v2/. Packages cache on first access automatically. Make sure your choco clients are using your proxy repository as a source and NOT the default community repository. See source command for more information.
- You can also just download the package and push it to a repository Download
-
Open Source
-
Download the package:
Download - Follow manual internalization instructions
-
-
Package Internalizer (C4B)
-
Run: (additional options)
choco download ags --internalize --version=3.5.0.29 --source=https://community.chocolatey.org/api/v2/
-
For package and dependencies run:
choco push --source="'INTERNAL REPO URL'"
- Automate package internalization
-
Run: (additional options)
3. Copy Your Script
choco upgrade ags -y --source="'INTERNAL REPO URL'" --version="'3.5.0.29'" [other options]
See options you can pass to upgrade.
See best practices for scripting.
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
choco upgrade ags -y --source="'INTERNAL REPO URL'" --version="'3.5.0.29'"
$exitCode = $LASTEXITCODE
Write-Verbose "Exit code was $exitCode"
$validExitCodes = @(0, 1605, 1614, 1641, 3010)
if ($validExitCodes -contains $exitCode) {
Exit 0
}
Exit $exitCode
- name: Install ags
win_chocolatey:
name: ags
version: '3.5.0.29'
source: INTERNAL REPO URL
state: present
See docs at https://docs.ansible.com/ansible/latest/modules/win_chocolatey_module.html.
chocolatey_package 'ags' do
action :install
source 'INTERNAL REPO URL'
version '3.5.0.29'
end
See docs at https://docs.chef.io/resource_chocolatey_package.html.
cChocoPackageInstaller ags
{
Name = "ags"
Version = "3.5.0.29"
Source = "INTERNAL REPO URL"
}
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
package { 'ags':
ensure => '3.5.0.29',
provider => 'chocolatey',
source => 'INTERNAL REPO URL',
}
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
4. If applicable - Chocolatey configuration/installation
See infrastructure management matrix for Chocolatey configuration elements and examples.
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This package was approved as a trusted package on 23 Feb 2021.
Adventure Game Studio is Free and Open Source.
AGS provides everything you need from within one easy-to-use application.
Create, test and debug your game, all in one place.
$ErrorActionPreference = 'Stop';
$toolsDir = "$(Split-Path -parent $MyInvocation.MyCommand.Definition)"
$url = 'https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.29/AGS-3.5.0.29-P7.exe'
$packageArgs = @{
packageName = $env:ChocolateyPackageName
unzipLocation = $toolsDir
fileType = 'exe'
url = $url
softwareName = 'Adventure Game Studio 3.5.0'
checksum = 'aad857a4e0409d5c2ae4c4b4b2f4eddb'
checksumType = 'md5'
validExitCodes= @(0, 3010, 1641)
silentArgs = '/VERYSILENT /MERGETASKS="!vcredist" /SUPPRESSMSGBOXES /NORESTART /SP-'
}
Install-ChocolateyPackage @packageArgs
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- ags.3.5.0.29.nupkg (cc83b6b2c186) - ## / 63
- AGS-3.5.0.29-P7.exe (e157df83bbf4) - ## / 68
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Chocolatey Pro provides runtime protection from possible malware.
Add to Builder | Version | Downloads | Last Updated | Status |
---|---|---|---|---|
Adventure Game Studio 3.5.1.18 | 22 | Friday, May 6, 2022 | Approved | |
Adventure Game Studio 3.5.1.17 | 36 | Saturday, April 9, 2022 | Approved | |
Adventure Game Studio 3.5.1.16 | 58 | Wednesday, March 2, 2022 | Approved | |
Adventure Game Studio 3.5.1.15 | 34 | Friday, February 4, 2022 | Approved | |
Adventure Game Studio 3.5.1.14 | 37 | Friday, January 7, 2022 | Approved | |
Adventure Game Studio 3.5.1.13 | 27 | Friday, December 31, 2021 | Approved | |
Adventure Game Studio 3.5.1.11 | 16 | Friday, December 31, 2021 | Approved | |
Adventure Game Studio 3.5.1.10 | 20 | Friday, December 31, 2021 | Approved | |
Adventure Game Studio 3.5.1.9 | 16 | Friday, December 31, 2021 | Approved | |
Adventure Game Studio 3.5.1.8 | 14 | Friday, December 31, 2021 | Approved | |
Adventure Game Studio 3.5.1.7 | 72 | Sunday, June 6, 2021 | Approved | |
Adventure Game Studio 3.5.0.32 | 90 | Tuesday, May 11, 2021 | Approved | |
Adventure Game Studio 3.5.0.31 | 40 | Monday, May 10, 2021 | Approved | |
Adventure Game Studio 3.5.0.30 | 63 | Wednesday, February 24, 2021 | Approved | |
Adventure Game Studio 3.5.0.29 | 115 | Saturday, February 6, 2021 | Approved | |
Adventure Game Studio 3.5.0.28 | 69 | Sunday, January 3, 2021 | Approved | |
Adventure Game Studio 3.5.0.27 | 131 | Saturday, December 12, 2020 | Approved | |
Adventure Game Studio 3.5.0.26 | 48 | Saturday, December 12, 2020 | Approved | |
Adventure Game Studio 3.5.0.25 | 68 | Saturday, December 5, 2020 | Approved | |
Adventure Game Studio 3.5.0.24 | 164 | Tuesday, June 30, 2020 | Approved | |
Adventure Game Studio 3.5.0.23 | 273 | Thursday, January 23, 2020 | Approved | |
Adventure Game Studio 3.5.0.22 | 150 | Sunday, December 22, 2019 | Approved | |
Adventure Game Studio 3.4.3.1 | 206 | Tuesday, April 9, 2019 | Approved |
2021 Chris Jones et al
AGS 3.5.0 - Patch 7
Full release number: 3.5.0.29
Released: 12th January 2021
This release is brought to you by:
- Alan v. Drake
- BigMC (fixes to building on some Linux systems)
- ChamberOfFear (Editor's Color Themes)
- Crimson Wizard
- John Steele Scott (OpenGL support on Linux)
- eri0o (bug fixes, documentation updates and work on CI system)
- Martin Sedlak (new pathfinding)
- Matthew Gambrell (better threaded audio support and bug fixes)
- monkey0506 (steam/gog plugin stubs)
- morganw
- rofl0r (bug fixes)
- scottchiefbaker (fixes to building on some Linux systems)
- sonneveld
- tzachs (new navigation bar for the Room Editor)
Foreword
AGS 3.5.0 has brought a number of completely new features and changed few older things. Make sure to read "Upgrade to AGS 3.5" topic (and corresponding topics for previous versions) in the manual to learn more about these changes. If something is not clear or missing, please tell about it and we will add necessary information. (Online version: https://github.com/adventuregamestudio/ags-manual/wiki/UpgradeTo35)
Note that now we have a new manual project, where the source is in Wiki format that everyone with github account can edit here: https://github.com/adventuregamestudio/ags-manual/wiki . We will appreciate any help in expanding and improving the manual, because AGS documentation had been lacking clear info about many things for too long.
We may be updating this release with patches to manual too as it is being amended.
Changes in the Patch 7:
Editor:
- Added validation for "Game file name" property to help avoid unsupported filenames.
Engine:
- Fixed Right-to-left text was not drawn correctly (regression in 3.5.0).
Changes in the Patch 6:
Engine:
- Fixed Viewport.GetAtScreenXY() causing script errors at runtime.
- Fixed Software renderer could freeze the game in case there are multiple room viewports.
- Fixed Software renderer could draw room viewport in a wrong position if it was moved.
- Fixed RunAGSGame crashed the game if it uses any font plugin (implementing IAGSFontRenderer).
- Fixed built-in palgorithms plugin had uninitialized variable that could cause a crash.
Changes in the Patch 5:
Editor:
- Fixed Inventory Item preview could show wrong sprites and/or sprites in wrong scale.
Engine:
- Fixed Dictionary.Get() crashing on missing key instead of returning null, as expected.
- Dictionary.GetKeysAsArray(), GetValuesAsArray() and Set.GetItemsAsArray() now return null if they have no elements (0-sized arrays are forbidden by AGS Script).
- Fixed AudioChannel.SetRoomLocation() parameters lost upon restoring a saved game.
Linux:
- Disabled mouse speed control as it cannot be correctly supported. This fixes mouse movement glitches in fullscreen on certain systems.
Compatibility:
- Don't error on missing speech animation frames if speaking character is disabled (.on = false)
- Fixed legacy Seek/GetMIDIPosition() and Seek/GetMP3PosMillis() not working correctly in threaded audio mode.
Changes in the Patch 4:
Editor:
- Fixed room editor crashing after user changes script name of a character present in opened room.
- Fixed modifying any item's script name will make a new name displayed on all opened tabs of same type.
Engine:
- Fixed OpenGL was taking screenshots incorrectly on certain systems with different alignment of color components in video memory (OSX, iOS).
WinSetup:
- Fixed "Use voice pak" option was reset if no speech.vox found.
Changes in the Patch 3:
Editor:
- In room editor adjusted the object selection bar's visual style, made dropdown buttons larger and easier to click on.
- Made room editor display "locked" cursor consistently when whole object/area group is locked, and when over locked Edges.
- Fixed room editor failing to initialize if currently selected object's name exceeded navigation bar's width.
- Fixed some panels were not upscaling sprite previews in low-resolution projects as intended.
- Fixed ViewFrame's default Sound value set as "-1 (unknown)" (should be "none").
- Fixed "Change ID" command did not affect order of game objects in a compiled game until a project was reloaded in the editor.
- Fixed "Change ID" command on a View restricted max ID to a wrong number (lower than normal).
- Fixed Character preview was not updated when View ID is changed.
- Fixed Room editor displayed character incorrectly when its ID is changed.
- Fixed import of room scripts when loading an old game made by AGS 2.72 or earlier.
- Fixed another unhandled exception occuring when Editor was about to report "unexpected error".
Engine:
- RunAGSGame() will now automatically reset translation to Default before starting new game, to prevent situations when new game will be trying to init a translation from previous game.
- Character speech will be now displayed relative to the first found viewport the character is seen in, or the one which camera is closest to the character in the room.
- Fixed crash when deleting custom Viewport in a non-software graphics mode.
- Fixed Viewport.Camera not handling set null pointer properly (should disable viewport now).
- Fixed Screen.RoomToScreenPoint()/ScreenToRoomPoint() functions were converting coordinates always through camera #0, instead of a camera actually linked to the primary viewport.
- Fixed Screen.AutoSizeViewportOnRoomLoad property was forcing always camera #0 to align itself to the new room, instead of a camera actually linked to the primary viewport.
- Fixed speech vertical position was not correctly calculated if the room camera is zoomed.
Linux:
- Fixed script floats were printed according to system locale rules and not in uniform one.
Windows:
- Another attempt to fix game becoming minimized when quitting with error from the Direct3D fullscreen.
Templates:
- Verb-Coin template now includes save and load dialog.
Changes in the Patch 2:
Editor:
- Fixed mouse cursor flicker above the script editor, again (was fixed first for 3.3.5, but then reverted by mistake).
- Fixed bitmap palette was not remapped to game or room palette for 8-bit sprites if they were imported with "Leave as-is" transparency setting.
- Fixed an imported palette did not really apply to sprites until reopening a game in the editor.
Engine:
- Fixed crash when saving in a game which contains Set or Dictionary in script.
- Fixed crash caused by a 32-bit sprite with alpha channel in a 8-bit game.
- Fixed occasional regression (since 3.4.3) in OpenGL renderer that caused graphic artifacts at the borders of sprites, but only when nearest-neighbour filter is used.
Windows:
- Fixed keyboard and mouse not working when game is run under Wine (or, potentially, particular Windows setups too).
- Fixed maximal allowed window size deduction, which works better on Windows 8 and higher.
- Fixed game becoming minimized when quitting with error from the fullscreen mode, requiring player to switch back in order to read the error message.
WinSetup:
- Fixed crash occuring if the chosen graphics driver does not support any modes for the current game's color depth.
Changes in the Patch 1:
Editor:
- Fixed changing Audio Clip ID or deleting a clip could break sound links in view frames.
- Fixed importing an older version project during the same editor session, in which one game was already opened, could assign previous game's GameFileName property to the next one.
- Fixed some fonts may be not drawn on GUI preview after any font with lower ID was modified.
- Fixed Pause and Stop buttons were enabled when first opening an audio clip preview, and clicking these could lead to a crash.
- Fixed a potential crash during audio clip preview (related to irrKlang .NET library we use).
- Fixed a potential resource leak in the sprite preview.
Engine:
- Fixed IsKeyPressed script function returning values other than 0 or 1 (broke some scripts).
- Fixed grey-out effect over disabled GUI controls was drawn at the wrong coordinates.
Templates:
- Updated Tumbleweed template to v1.3.
What is new in 3.5.0
NOTE: Following list also contains changes made in AGS 3.4.4, they are fully integrated into 3.5.0, of course. 3.4.4 version was never formally released on forums, because it was mainly quick update for Linux port (and there were some other issues with the release process).
Common features:
- Now using Allegro v4.4.3 library (previously v4.4.2).
- Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
- Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to match game's resolution by default and not resized, unless running in backwards-compatibility mode.
- Allow room size to be smaller than the game's resolution.
- Removed fonts count limit.
- Raised imported sprites count limit to 90000 and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).
- Removed length limit on the Button and TextBox text (was 50 and 200 respectively).
- Removed limit on ListBox item count (was 200).
Editor:
- Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
- Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
- Added support for custom UI color themes.
- Added "Window" - "Layout" submenu with commands for saving and loading panel layout.
- Game and room templates are now by default saved in AppData/Local/AGS folder. Editor finds them in both program folder and AppData.
- Allow to change IDs of most of the game items in the project tree by swapping two existing items. This is done by calling a context menu and choosing "Change ID".
- Added "Game file name" option to let users easily set compiled game file's name.
- Added "Allow relative asset resolutions" option to "Backwards Compatibility" section. Disabled by default, it makes game treat all sprites and rooms resolution as real one.
- Added "Custom Say/Narrate function in dialog scripts" options which determine what functions are used when converting character lines in dialog scripts to real script.
Important: this does not work with the "Say" checkbox. The workaround is to duplicate option text as a first cue in the dialog script. - New revamped sprite import window.
- Sprites that were created using tiled import can now be properly reimported from source.
- Added context menu command to open sprite's source file location.
- Using Magick.NET library as a GIF loader. This should fix faulty GIF imports.
- New sprite export dialog that lets you configure some export preferences, including remapping sprite source paths.
- Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept for backwards compatibility only. When importing older games resolution type will be promoted to "Real" whenever it matches the game.
- New navigation bar in the room editor, which allows to select any room object or region for editing, show/hide and lock room objects and regions in any combination. These settings are saved in the special roomXXX.crm.user files.
- Improved how Room zoom slider works, now supports downscale.
- Added "Export mask to file" tool button to the Room Editor.
- Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define the precision of Hotspot, Regions and Walkable Areas relative to room background.
- Added "Default room mask resolution" to General Settings, which value will be applied to any room opened for editing in this game for the first time.
- Added "Scale movement speed with room's mask resolution" to General Settings.
- Removed Locked property from the Room Object, objects are now locked by the navbar.
- Split GUI's Visibility property into PopupStyle and Visible properties.
- Added Clickable, Enabled and Visible properties to GUI Controls.
- "Import over font" command now supports importing WFN fonts too.
- Removed "Fonts designed for high resolution" option from General Settings. Instead added individual SizeMultiplier property to Fonts.
- Alphabetically sort audio clips in the drop lists.
- Display audio clip length on the preview pane without starting playback.
- Sync variable type selector in Global Variables pane with the actual list of supported script types.
- Added ThreadedAudio property to Default Setup.
- In preferences added an option telling whether to automatically reload scripts changed externally.
- Added "Always" choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
- Added shortcut key combination (Shift + F5) for stopping a game's debug run.
- Don't display missing games in the "recent games" list.
- Build autocomplete table a little faster.
- Disabled sending crash reports and anonymous statistics, because of the AGS server issues.
- Disabled screenshot made when sending a crash report, for security reasons.
- Corrected .NET version query for the anonymous statistics report.
- Fixed Default Setup was not assigned a proper Title derived of a new game name.
- Fixed crash and corruption of project data when writing to full disk.
- Fixed saving sprite file to not cancel completely if only an optional step has failed (such as copying a backup file).
- Fixed changing character's starting room did not update list of characters on property pane of a room editor until user switches editing mode or reloads the room.
- Fixed room editor kept displaying selection box over character after its starting room has changed.
- Fixed room editor not suggesting user to save the room after changing object's sprite by double-clicking on it.
- Fixed sprite folders collapsing after assigning sprite to a View frame or an object.
- Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation.
- Fixed MIDI audio preview was resetting all instruments to default (piano) after pausing and resuming playback.
- Fixed MIDI audio preview had wrong control states set when pausing a playback.
- Fixed autocomplete not showing up correctly if user has multiple monitors.
- Fixed autocomplete crashing with empty /// comments.
- Fixed script compiler could leave extra padding inside the compiled scripts filled with random garbage if script strings contained escaped sequences like "\n" (this was not good for source control).
- Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid.
- Fixed crash when editor was updating file version in compiled EXE but failed and tried to report about that.
Scripting:
- Fixed compiler was not allowing to access regular properties after type's static properties in a sequence (for example: DateTime.Now.Hour).
Script API:
- Introduced new managed struct Point describing (x,y) coordinates.
- Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions with argument of StringCompareStyle type.
- Implemented Dictionary and Set script classes supporting storage and lookup of strings and key/value pairs in sorted or unsorted way. Added SortStyle enum for use with them.
- Implemented Viewport and Camera script classes which control how room is displayed on screen.
- Implemented Screen struct with a number of static functions and properties, which notably features references to the existing Viewports. Deprecated System's ScreenWidth, ScreenHeight ViewportWidth and ViewportHeight in favor of Screen's properties.
- Added Game.Camera, Game.Cameras and Game.CameraCount properties.
- All functions that find room objects under screen coordinates are now being clipped by the viewport (fail if there's no room viewport at these coordinates). This refers to: GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt and all of the GetAtScreenXY functions (and corresponding deprecated functions).
- Added Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Object.GetAtRoomXY, Region.GetAtScreenXY, replaced GetWalkableAreaAt with GetWalkableAreaAtScreen and added GetWalkableAreaAtRoom.
- Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
- Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
- Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
- Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor, PopupStyle (readonly), PopupYPos.
- Added Button.TextAlignment and Label.TextAlignment.
- Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, TextColor.
- Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows.
- Added TextBox.ShowBorder.
- Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array.
- Added Game.PlayVoiceClip() for playing non-blocking voice.
- Added SkipCutscene() and eSkipScriptOnly cutscene mode.
- Allowed to change Mouse.ControlEnabled property value at runtime.
- Added Game.SimulateKeyPress().
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
- Deprecated "system" object (not System struct!).
- Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds.
- Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's "Allow relative asset resolutions" option is disabled.
Engine:
- New pathfinder based on the A* jump point search.
- Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files.
The engine is still capable of loading older saves, temporarily. - Implemented support for sprite batch transformations.
- Implemented custom room viewport and camera.
- Removed limits on built-in text wrapping (was 50 lines of 200 chars max each).
- Removed 200 chars limit for DoOnceOnly token length.
- Try to create all subdirectories when calling File.Open() for writing, DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory().
- Reimplemented threaded audio, should now work correctly on all platforms.
- Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc)
- Made fps display more stable and timing correct when framerate is maxed out for test purposes.
- Print debug overlay text using Game.NormalFont (was hard-coded to default speech font).
- Improved performance of hardware-accelerated renderers by not preparing a stage bitmap for plugins unless any plugin hooked for the particular drawing events.
- Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too.
- Support "--gfxdriver" command line argument that overrides graphics driver in config.
- Implemented "--tell" set of commands that print certain engine and/or game data to stdout.
- Use "digiid" and "midiid" config options to be used on all platforms alike and allow these to represent driver ID as a plain string and encoded as an integer value (for compatibility).
- Completely removed old and unsupported record/replay functionality.
- Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.
- Expanded some of the error messages providing more information to end-user and developers.
- Fixed engine could not locate game data if relative path was passed in command line.
- Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame.
- Fixed engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or ItemHeight to 0.
- Fixed engine crashing if Object.SetView is called with a view that does not have any loops.
- Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's background was modified using raw drawing commands before fade-in. This happened only when running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players for a certain barely related reason.
- Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio.
- Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent.
- Fixed Direct3D was slightly distorting game image in pixel perfect mode.
- Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical artifacts remaining after the Steam overlay, for example.
- Fixed potential crash that could happen when switching between fullscreen and windowed mode, or switching back into game window (only observed on Linux for some reason).
- Fixed a bug in mp3/ogg decoder where it assumed creating an audiostream succeeded without actually testing one.
- Fixed increased CPU load when displaying built-in dialogs (save, restore etc).
- Fixed Character.DestinationY telling incorrect values beyond Y = 255.
- Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified.
- Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'.
- Restored support for running games made with experimental 3.3.0 CR version.
- Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on.
- Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog buttons when predefined 2041, 2042 and 2043 were not available.
- Fixed negative "cachemax" value in config could lock the engine at startup.
- Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones.
- Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though).
- Added stubs for SpriteFont plugin.
- Added missing stubs for agswadjetutil plugin.
Linux:
- Support for OpenGL renderer.
- Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches.
- Re-enabled threaded audio setting.
- APPDATADIR script paths are now mapped to "XDG_DATA_HOME/ags-common", making sure it is a writeable location.
Windows:
- Windows version of AGS is now built with MSVS 2015 and higher.
- Engine is marked as a DPI-aware application that supposed to prevent window scaling by system.
WinSetup:
- Added "Enable threaded audio" checkbox.
-
- chocolatey (≥ 0.9.8.21)
- vcredist2015 (≥ 14.0.24215.20170201)
- dotnet4.5 (≥ 4.5.20120822)
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