Would it be possible to add pasting quick backdrops from an active/active picture?
Specially because of motif mode, it seems a lot more efficient than having multiple backdrops representing repeating patterns...
Or at least I want to know if it can be done as an extension with the SDK...
Hi Yves, thank you for worrying, I fixed most and did a work around for the animation "bug"? I will explain here and be of further assistance... (I faced 3 problems)
Originally Posted by Yves
Problem 1: Focus box was not working
Solution: I discovered this was due to a pause and unpause with keyboard key P, I had done on the global event editor
the the game paused when a person would type P on the username and password screen.
Problem 2: Global Escape to end application would not work in that edit box screen either
Solution: This was because the game was paused, lol - Fixed after deleting the global pause with P (same fix as problem 1)
3- the game won´t even get past a screen even though the event has always been there before...
Solution: I still do not know as I have not made further tests... I will do it right now and see again....
I had a screen (frame) which only had an active in it with a one frame only of animation without looping set for an animation speed of 10
So before the game would auto jump frame after that "animation" was over... it did not yesterday, after update... so this may be the only thing you may want to look into, but let me make sure that is really the case and then I will see if not I will send you an mfa! because why waste your precious time if I could fix and find out.. see you soon...
The code that handles pasted backdrop objects doesn't handle quick backdrops, you can't do this in an extension. I agree that pasting quick backdrops would be more optimized for repeated backdrops, but significant changes are required for this.
Originally Posted by NaitorStudios
Originally Posted by Aloan
Problem 1: I tried what you said and it works the same in previous builds. Just to confirm.
Problem 3: I tested this too, via "Animation Stopped is over / Next frame", and it works, so yes I would appreciate an example if you can find what happens and think it's a bug in the new build.
problem 3 is resolved
it might have been due to the little devil Pause Unpause with P that conflicted with my other 2 previous problems.... So in the end there is really nothing for you to worry about Yves! it has nothing to do with the program itself. Thank you! Fusion ftw!
Cannot retireve the text of the String object if it created by event.
Hmm, don't know if this is intended or not, but both "Paste into Background" and "Add Backdrop" from the Active object is doing exactly the same...
Both are using the (backdrop) object limit, both can be destroyed during runtime...
The "Paste into Background" documentation says:
- objects pasted by this function only exist in the part of the screen that is visible at the time it's pasted. If the object goes out of the screen, for example in a scrolling application, it will be definitely destroyed.
But it doesn't seem to happen... ?
So what's exactly the difference? o.o
I thought Paste into Background was supposed to not be affected by object limit, and perhaps perform better...
(would be nice if we could paste cropped parts like Active Picture does too, it feels like Active Picture is slower in hardware acceleration mode)
Edit: It seems like "Paste into Background" only destroys pasted stuff that goes outside the view area in Standard mode
Yes "Paste into background" is an old 'standard graphic mode" thing, in DirectX mode it works like Add Backdrop.
It's seems it's part of the weird "feature" that prevents string objects created in frame editor from being destroyed. I *think* I can fix this part without causing issues, this will be done in the next beta.
Originally Posted by ASD
Yves, thanks for the info about "Paste into Background"!
I noticed a problem while doing some tests (not related to the previous thing)...
I have a 1080p game, but when I put it fullscreen on a 4K monitor, the GPU usage increases and the performance drops by a lot... (Idk if Windows scaling also affects it)
So I guess Fusion renders like 4 times the pixels instead of just stretching the image (?)
Is there any way to optimize this?