Transitions Crash MMF2

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  • Hey, sorry for so many threads! Just a quick question that reminds me of TGF1 days, sometimes, on certain transitions, e.g. door or bands, the transition will crash MMF2. Why is this, and how can it be resolved if possible? I'm running build250 with all extensions up to date and Windows 7 64 bit with i5.

  • I cannot speak for your particular context. But you want to be careful with transitions. I do recall once I tried to create a custom graphical transition in TGF1, and yes, I crashed it (guess that could teach me not to show off too much.). If the end user would get lost in all those transitions, or that's all they'd notice, perhaps there are too many. Transitions are cool, but don't overdo it. Decide which look good, and which you can stand to remove. By not overdoing it, you might find your system crashes a lot less. Maybe there is a hidden limit as to how many transitions you can use (sort of like they once told me that TGF1 could only handle around 1500 objects per level, or the maximum size of a level at 32,000 pixels they speak of.)


    P.S. Don't worry about asking so many questions. This is the only way anybody learns anything :);)

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  • Questions are always fine - I am, however, beginning to think that there is such a thing as too many answers.

    Do you find that the game always crashes on the same ones, or is it intermittent?

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  • Are you sure it is only some transitions? Usually crashes involving transitions are caused by start of frame events accessing objects which do not have "create before frame fade in transition" checked in their properties. (IMO this option should be on by default for all objects instead of off by default)

    Working as fast as I can on Fusion 3

  • Are you sure it is only some transitions? Usually crashes involving transitions are caused by start of frame events accessing objects which do not have "create before frame fade in transition" checked in their properties. (IMO this option should be on by default for all objects instead of off by default)

    I agree. Seems counter-intuitive to for objects not to be loaded before transition completion by default..

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