Perry, what report are you talking about?
Printable View
@Volnaiskra , side effect of value number increase in 2.5+, but anyway the way this was programmed is not very good, I'll change it (maybe not in first release). I'll see later if we have to add an option.
Cool. By the way, I've played around with the beta for a while in Spryke (visually heavy, ~5k events), and I haven't noticed any problems*. I'll also add that this sentence is a massive understatement: - Frame Editor: drag & drop of lots of objects from a frame to another one, or pasting lot of objects, is faster. Dragging 155 objects takes me well over a minute to complete in 291, but took about 2 seconds in 292!
Also, for me, this is one of the quiet unsung heroes of 292: you can now drag multiple items from the frame to a folder in the object window. I didn't think much of this when I initially read it. But having tried it, it's a game changer. Organising objects into folders just got 100 times quicker. I'll probably use the Object Window much more now. And since the folders are mirrored in the Workspace toolbar, it means no more scrolling through huge long lists of objects in the Workspace Toolbar! :)
Plus so many nice unexpected surprises: folder corruption cleanup, ghost object cleanup (appears to work - my ghost objects weren't there when I loaded my MFA up in the beta), more sound channels, higher object limit. So many great new improvements, and they're not even part of 2.5+! Really excellent work, guys. Thanks :)
*though I did notice a small typo (pre-existing in 291):
http://bit.ly/2HOrKWy
Ah for some reason I focused on the Android part of the message you quoted, sorry.
@Fernando did you remember to include the iOS IAP crash fix in this latest build? as I didn't see it on the change log. I haven't tested it yet because my Mac is doing some installing. looking forward to trying this latest 292.1 build soon :)
yes it is included
I understand that tomorrow it will be known, but it is very interesting to know now.
How much will be cost DLC 2.5+ on Steam?
UPDATE: the build 292.2 is available, this is the final version unless very last minute issue.
All my projects made and edited in Build 292.1 doesn't run in Build 292.2 :(
What happens? And is it with the stand-alone version of the Steam version?
PS: works fine here apparently.
Developer
Sometimes it doesn't even show a window, sometimes it open frozen and close without any warning
It also happen when exporting to EXE
In one case, I've had a "checkbox" type of button, it wasn't doing anything, I deleted it and it worked...
Edit: Oh.. didn't worked that well, part of it worked, some Edit, Lists and buttons doesn't show up at all... And it freezes after a while
Weird... I've sent you a PM.
Fixed. New update available on Steam, hopefully OK now. Thank you for the help fixing this!
I downloaded the 292.1 version and I compile for android APK the projects I had and they doesnt work in the mobile when installing the app. In windows it works well but if I install the apk in my mobile the app doesnt run. It says Error and doesnt open the app. There is no error while compiling.
Could you get a crash log, or send us your MFA so that we check what happens please?
I donīt know how to get the crash log from the android app. Clickteam compile without any error. The minimum android is 4.0. Target 8.0. API 28.0.3. It works perfectly before updating to 292.2. I would like to send you one of the MFA and the apk cause the app is already at GooglePlay and I wouldnt like to publish it here. Thanks
Out of curiosity, what extensions do you use in your application?
Here the extensions I have
Attachment 26454
OK, yes we need the MFA, I'll send you a PM.
Fernando answered your email, but as this can be useful for anyone else, make sure you put your "Android App ID" (and "iOS App ID" if you build iOS apps too) in the settings of the AdMob object. This object has now 2 separate App ID for Android and iOS.
I can not install the 292.2 patch because Avira Antivirus blocks "HEUR/APC (Cloud)" in the "AppData\Local\Temp" folder.
Can I safely deactivate Avira to install the patch ?
Weird, yes you can safely deactivate Avira, the patch has been verified.
Clickteam say MMf 2.5+ runs with Windows XP 32 Bit.
DX 11 runs only from Windows 7 + ??
Could Clickteam say something about that?
I have more than 40 termianls running with mmf 2.5
all are installed with windows xp 32 bit.
A change to Dx11 in MMF means for me a change ALL! to Windows 7 + , right?
I imagine you'll still be able to create games with the editor in XP 32bit, but testing or running the compiled version would require a DX11 compatible OS - kind of like how you can make and export Mac games with the Mac exporter on Windows, but won't be able to run them without a Mac
I've got a problem since updating earlier this evening. I found my game was crashing whenever I was writing settings to an ini file using the Ini+ extension. I found I had to compile my game and run it as an administrator and it works fine. The problem is, I'm saving to the local profile appdata folder which should not require administrative rights to do so... and it worked before the update. Builds of my game compiled just last week all work fine not being run as admin either.
What gives? Any thoughts?
Hi Yves. How do I do that? Upload it somewhere?
EDIT: Actually, it still crashes as admin - I think I got confused there with an older build. It is definitely to do with saving data into the Ini++ but this was working perfectly right until the patch!
I've sent you a PM with instructions.
Your answer makes this even worse.
I use Active Direct Show for primary audio playback.
Hmm... why not Direct Show? Active Direct Show is a special version of Direct Show that plays videos in an image in the frame so that you can display something above it. In theory you don't need Active Direct Show just for sounds?
Thanks for your time.
Nope, Active Direct Show has been modified in 2.5 too... to be compatible with 2.5+... sorry...
I'll think about it. Maybe we can make it load an external DLL and add an option "DirectX 9 / DirectX 11" in the settings.
Or you keep a copy of ADShow.mfx (Extensions/Unicode and Data/Runtime/Unicode) from the build 291 and then you can update and overwrite ADShow with the old version. It won't work in DirectX 11 mode but will work in DirectX 9 mode.