Bug Fix update anytime soon? [SOLVED]

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi, just wondering if there is any plans for a new version with bug fixes as there has been quite a few bugs posted (my myself have posted a few fustrating ones) and its gone a bit quite on the update front, just wondering if there are updates on the way?

    Thanks
    Andy

    Parafly Paragliding Simulator Please login to see this link.

  • In theory in a couple of days. For info here is the current bug fix list, not complete yet, we are still working on some issues:

    Editor

    - Editor: images were no longer compressed when you load a MMF2 MFA file and save it twice
    - Editor: when loading a MFA the missing file dialog was displayed if a Flash preloader file didn't exist even if the preloader option was unchecked
    - Editor: the editor toolbar was incorrectly positioned if it was on the left of another toolbar ans you switch between different editors.
    - Editor: if the property window had a different size than the default one, its size could change when switching between various editors.
    - Properties: you couldn't just add or remove space characters from value names when you rename them.
    - Properties: the HTML5 Preloader Type property was not immediately re-enabled when you select the "Include preloader" option
    - Event editor: the names of the alterable values and strings of objects are now diplayed in their behaviors, as well as the names of their custom animations.
    - Event editor: the event line number was clipped if there was more than 10000 events
    - Event editor: the Animation selector is now resizable
    - Event editor: the file selector for file parameters is now resizable and the Use Expression button is now correctly sized and positionned
    - Event editor: the frame name is now displayed in the text of the Jump to frame action
    - Event editor: crash when you open 2 event editors on 2 different frames, open 2 action editors and close one.
    - Event editor / Physics Engine object: incorrect text for "Prismatic joint / Joint two objects at position" action.
    - Event List editor: vertical scrollbar problems when the frame contains more than 1000 or 2000 events.
    - Expression editor: crash when you press the Format button in Compare With Global Value dialog box.
    - Expression editor: wrong colored syntax when the expression contains line breaks
    - Workspace window: now automatically scrolls when you move an object.
    - Workspace window: object icon now updated when you undo resizing or rotating the object in the frame editor.
    - Picture editor: in alpha channel editing mode the fill tool was not using the exact selected color.
    - Picture editor: text was cleared when you click the bold/italic/underline buttons after the edit box is closed.
    - Picture editor: controls are now disabled when the animation preview is open
    - Picture editor: now displays an "unknown format" message if you drag & drop an unsupported graphic file to this editor.
    - Picture editor: bug in undo selection resizing
    - Picture editor: you can now move the selection with the arrow keys (press Shift for a faster move)
    - Picture editor: the old MMF quick shortcut keys for the hotspot and action points are restored (press C for the center of mass)
    - Animation editor: the animation speed in the preview window should be a little more accurate, although it can't be identical to the animation speed in the runtime as this one depends on the instant movement speed.

    Fixes in 3rd party extensions, available in the extension manager

    - Advanced Menu object: various fixes
    - Calendar object: display issues in the frame editor in Picker mode
    - Color Selector object: was not displayed in the frame editor in Direct3D mode
    - IconView object: Unselect Icon now works, as well as the Find expression (you have to edit the expression and replace Find by ivFind or delete and recreate the expression)
    - Masked Edit object: was not displayed in the frame editor in Direct3D mode
    - Progress Bar object: was not displayed in the frame editor in Direct3D mode

    Fixes in all runtimes

    - Physics Engine object: its "Create before frame fadein transition" option is now forced.
    - Physical objects/movements: the maximum value for the friction has been increased to 300.
    - Physical objects/movements: the maximum value for the density has been increased to 200.
    - Physical objects/movements (all runtimes): the Get Angle function now returns floating point values for a better precision.
    - Physical objects/movements (all runtimes): new Get Mass expression.

    Windows runtime

    - Windows runtime: crash when you add a backdrop and delete the active object if the active object has a shader.
    - Windows runtime: distance expressions give wrong result when coordinate differences are huge.
    - Windows runtime: the VSync Off action now works correctly
    - Windows runtime: performance issue in standard graphic mode if you set an angle to 0 with high quality.
    - Windows runtime: collisions with backdrops remain active in the physical world even if the backdrop is destroyed.
    - Windows runtime: the text returned by the key$ expression no longer contains garbage at the end when used in expressions.
    - Windows runtime: collision with backdrop issues in some cases when you resize the frame at runtime.
    - Windows runtime: incorrect clipping in maximized mode if the "heading" option is selected and the "heading in maximized mode" is not selected.
    - Windows runtime: on a secondary monitor the application couldn't be maximized at a size greater than the size of the main monitor.
    - Windows runtime: objects with extension movements like Circular or Vector could disappear at coordinates above 32767.
    - Windows runtime: some objects were duplicated during one frame in Direct3D mode when a layer was wrapping.
    - Active Backdrop object (Windows runtime): the object was not correctly located in scrolling apps
    - Active/Background System Box objects (Windows runtime): border not displayed in Sub-Applications with the Display As Sprite option.
    - Active/Background System Box objects (Windows runtime): image not clipped in D3D modes with the Top-Left and Center options.
    - Active/Background System Box objects (Windows runtime): border bottom-right pixel not displayed in D3D mode.
    - Android/OUYA objects (Windows runtime): random crash when the app exits in Windows EXE mode.
    - Counter object (Windows runtime): 1 pixel was displayed in bar counters even if the size was 0.
    - Counter object (Windows runtime): display issue in bar counters for values greater than 10000000.
    - Counter object (Windows runtime): display issue in bar counters when they have an effect and are contained in a sub-applicatin with the Display As Sprite option.
    - Dialog Box object: Get Item Text now returns the correct line for List abd Combo Box controls with the Sort option.
    - Layer object (Windows runtime): sorting issues in certain case.
    - ListView object: errors in column alignment in object creation at runtime.
    - Window Control object: the Screen Size expressions now return the size of the current monitor.
    - Xbox Gamepad object (Windows runtime): performance issues
    - Xbox Gamepad object (Windows runtime): stick position may return incorrect values with two controllers and more
    - Xbox Gamepad object (Windows runtime): analog stick returns opposite direction at start of frame

    Flash runtime

    - Active Backdrop object: bug in SetY function.
    - probably other fixes, I haven't the list yet.

    Android

    - Runtime: collision with backdrop issues in some cases when you resize the frame at runtime.
    - Runtime: fixed a crash with Tegra K1.
    - Runtime: the layer is now correctly taken into account in the Create By Name action.
    - Runtime: external sound files are now played if their pathname is valid.
    - Runtime: Set Effect and Set Effect Param are now skipped in Android.
    - Runtime: better performance.
    - Runtime: crash sometimes if the menu contains an empty item.
    - Runtime: fix in device rotation on Android Kitkat 4.4.4.
    - Runtime: the size of the joystick should now be about one cm or half inch in all cases.
    - Active System Box: the alignment is now correctly taken into account in Set Text.
    - AdMob Object: the Ads is now destroyed when the application is paused.
    - Android Camera Object: added orientation value for the selected picture.
    - Android Camera: some applications like PicsArts could not return the image file name, corrected.
    - Android Dialog Object: color, popup and file dialogs can be dismissed using back button if they have no button.
    - Android Dialog Object: color dialog updates the color, even without pressing the color center dot.
    - AndroidPlus Object: new extension, allows you to perform various Android actions (Start Sleep process, Inject key, Flashlight ON/OFF, Start Apk)
    - Combobox Object: the height should be more accurate according to the font.
    - ComboBox & ListBox: increasing speed when reading long files.
    - EditBox Object: improvement in file saving.
    - EditBox Object: increasing speed when reading files.
    - Joystick Controller: now properly sets and reads position.
    - List Object: no longer closes the keyboard when reading from files or files list.
    - Multitouch Object: support of newer API.
    - Multitouch Object: added a string verification for gestures.
    - OUYA Object: controller reset when returning from pause.
    - OUYA Object: games now restart correctly when return from "System Menu".
    - OUYA Object: added analog buttons L2 and R2 as expressions.
    - OUYA Object: now returns the user name (need GET_ACCOUNTS permission)
    - OUYA Object: now detects the console hardware and sees if it's compatible, for OUYA EveryWhere.
    - Physics: getting the direction was not taking the angle into account.
    - Physics: the Static movement now reacts correctly to gravity.
    - Physics: small tuning to make it more similar to the Windows runtime.
    - Physics: fixes in Rope and Chain Object.
    - Video Android: added Set Media Controller Bar (-1=always, 0=OFF and X timeout) for playing videos.
    - Video Android: now responds to OUYA buttons.

    iOS

    - Fixed XCode6/iOS8 compiler issue
    - Fixed several warnings of deprecated features by updating to the new API’s where possible (while keeping backwards compatibility) - note: there are still many deprecation warnings left, we are working on those! They should be harmless.
    - Fixed several other API changes that caused games/apps not to work properly on iOS8.
    - Fixed Audio Sessions not working any longer because of API updates. Should now also properly resume any repeating sounds/music.
    - Ball movement (and others) didn’t work well outside coordinates in the [-32768 to 32767] range.
    - Layer wrapping didn’t work (especially for infinite scrollers)
    - Collision detection in infinite scrollers didn’t work well.
    - Very slim (tiny height) string objects didn’t draw properly
    - Creating objects at coordinates outside the visible area should now no longer have any issues.
    - Multitouch tapping on objects bug (coordinates were wrong)
    - Fixed Multitouch tapping on object didn’t work at all for objects without any other collision-related events.
    - Objects were put to sleep too early causing them not to scroll
    - Fixed precision in distance expressions
    - Fixed bug in collision optimisation
    - Edit object, iOS Single and Multiline edit boxes now no longer moves outside the visible are when animating towards the centre of the screen for editing.
    - Fixed subapp drawing issue when the sub app scrolled or used other effects.
    - Fixed sub app crash in a touch event if several sub apps were created but not destroyed in the opposite order.
    - WebView2 ported from android to iOS
    - iOS Store (iAP) object now registers itself with the store only after all other objects has been initialised on the frame so no cached store events are lost. The store object now also has a global listener that queues events until a frame with an iOS Store object handles those events. It now also batches together several product information requests giving quicker responses.
    - Uninterruptible sounds have been modified slightly so that a game-wide pause (such as ‘pause’ action or modal dialogs) does not pause any longer. Uninterruptible sounds can instead be paused manually via actions. This is especially useful for allowing music to play while having modal dialogs open for pause screens in your game.
    - GameControllers (both wireless and cabled) now have basic support for the extended gamepad profile. Any analog thumbsticks now act like the d-pad so the user can chose whichever style they like.

    HTML5

    - Active Picture Object : the expressions of the objects were not implemented
    - Question and Answers object : crash if "Restart frame" was called in an event that started with "Correct answer" or "Wrong answer" condition.
    - Scroll-bars are no longer hidden from within the Javascript code in non full-screen modes
    - Sounds : a sound was not stopped when the Stop and Play action were used in the same line of events
    - String object : only the first line of long texts without any space was displayed
    - Mouse and Keyboard object : Left mouse key has been pressed was only detected when the mouse key was released (click)
    - Clock object, count down, condition "Compare to count down" was always true when the timer was not started
    - Advanced game Board object : Easy Grid Features expressions returned floating point values
    - Edit Box object : Text has been modified / Set text modified ON / Set modified OFF did not work as on the Windows runtime
    - Active and Background System Box object : many problems preventing mouse clicks to be detected (and caused problems when several System object
    - HTML5 runtime: crash when adding backdrops to the physical world.objects were used in the same frame).

  • Wow! Fixed some of my bug reports, plus some that have bugged me for a while that I just haven't reported. This is going to be a great update.

    Quote

    - Expression editor: wrong colored syntax when the expression contains line breaks

    Excellent. Now if only there was a way to save custom formatting for expressions. :)


    Quote


    - Picture editor: bug in undo selection resizing
    - Workspace window: object icon now updated when you undo resizing or rotating the object in the frame editor.

    That bugged me forever.

    Quote


    - Windows runtime: the VSync Off action now works correctly

    Nice, one more quality of life improvement for end users. Now if only we can enable/disable AA with at least a command line option, or get a list of supported screen resolution/refresh rate combos for the primary adapter and force the runtime to use them when it goes fullscreen, we'll be really approaching modern PC support which is a great thing. Not being able to configure AA at runtime (and possibly some performance issues) caused me to roll my own solution. If I want to at least give people a ballpark of which screen resolution the runtime might select, I have to have several versions of the executable right now and use a launcher or redirect to another executable after checking a custom command line option.


    Quote

    - Windows runtime: incorrect clipping in maximized mode if the "heading" option is selected and the "heading in maximized mode" is not selected.

    Will be gladly removing my workaround code for this one. Speaking of unintentional clipping or offsets, is the 2*pixel-size offset in the projection matrix intentional?



    Quote

    - Windows runtime: on a secondary monitor the application couldn't be maximized at a size greater than the size of the main monitor.

    The Steam client has been doing this for a long time, and when I reported it, they fixed it within a week. Unfortunately, in an update not long after that they broke it again.

    Haven't reported it with the Fusion runtime yet despite it happening to me, because I hadn't tested yet to see if it was my doing (being that I was aspect ratio correcting the window).


    Quote

    - Window Control object: the Screen Size expressions now return the size of the current monitor.

    This could be good for doing special repositioning of the window on the desktop, though in most cases the screen size of the current display hasn't been that useful. For both windowed mode and fullscreen you can pretty much focus on the window values rather than the display values. It does seem like this means that with the Window Control object you can no longer get the size of the primary adapter specifically, though I'm not sure it matters too much.


    Looking forward to this update.

    Edited once, last by Crache (September 18, 2014 at 10:19 AM).

  • I'm impressed about the animation editor play preview speed finally being fixed after so long of a time with issues. ofcourse all the other changes are great too!

    The soul of the sluggard craves and gets nothing, while the soul of the diligent is richly supplied -Pro 13:4


  • - Physical objects/movements: the maximum value for the friction has been increased to 300.
    - Physical objects/movements: the maximum value for the density has been increased to 200.

    I don't quite understand this change. I am currently able to set the value past the 100 maximum slider range, but is the value I'm setting (via the text input box) getting applied? Or is it maxing out at the 100 slider value?

    Please login to see this picture.

    I had to increase the value substantially to stop the objects from sliding around all the time when they were stacked on top of each other, even when their velocity was zero.

  • I'm impressed about the animation editor play preview speed finally being fixed after so long of a time with issues. ofcourse all the other changes are great too!


    I'm not sure it's 100% fixed as the runtime does a complicated calculation. It should be better. If it's not enough I'll have to try to port a part of the code of the runtime to the editor instead of trying to understand how it works, but that's not easy (Francois already tried to explain it to me but I must not be clever enough...).

  • Quote

    I am currently able to set the value past the 100 maximum slider range, but is the value I'm setting (via the text input box) getting applied? Or is it maxing out at the 100 slider value?


    It's the slider (I didn't realize you could change the value above the maximum limit of the slider, that's weird).

  • Thanks for this huge update!

    I'm wondering what's this about:

    - Windows runtime: the text returned by the key$ expression no longer contains garbage at the end when used in expressions.

    What expression do you mean?

  • I do believe that this: Please login to see this link.

    Has at least some of the fixes and such that were mentioned in this thread, so it may be the update that we've been waiting for. :)

    Look at the patch notes, and you'll notice that they are very, very long, and have plenty of bug fixes, so, even if it doesn't have everything here, it has a lot of it, and this is only a beta version of it, so, if it hasn't fixed everything that Clickteam mentioned they fixed, then a later version of it might.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

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