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Thread: Build 295.7 - Beta version

  1. #1
    Clickteam Clickteam

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    Build 295.7 - Beta version

    Hello everyone,

    EDIT: Build 295.6 has been replaced by build 295.7.

    The build 295.7 is available in the Product Owner's Lounge forum (and on Steam as beta version).

    This is a beta version so be careful as usual. You can reinstall the build 294.14 if any issue (you don't need to uninstall first, just reinstall the patch of the build 294.14). You can also, if you want, duplicate the Clickteam Fusion [Developer] 2.5 folder to a new folder and install the patch to this second folder, so that you can use both versions (just run mmf2u.exe in this folder to launch the product)

    Some optimizations have been done in the runtime, especially on non-Windows platforms. We would appreciate if you could test as many games/apps as you can and let us know if there is any issue specific to this build. Thanks!

    Change log

    If any question or issue specific to this build, please post it here, thanks!

    PS: the CF 2.5 patch updates all the installed exporters, as well as the 2.5+ DLC, you do not need to reinstall them.

    Thanks!

  2. #2
    Clicker

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    piscesdreams's Avatar
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    Will try it out! Still hoping for a mass replace for audio files in Data Elements so I don't have to replace the sound files one-by-one with remastered source audio files. Next time, I'll handle SFX externally.

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Wow, this happened earlier than expected -
    and I bet further improvements in this departement are already planned:
    Background shaders now working, more shader support capabilities - there is even an example included for the people
    that directly explains how the handle the OpenGL Y-axis flip behaviour - Nice support !

    - also this specific sleep mode on and
    multiple touch stop issue behaviour was something I personally discovered as a problem for quite some time now

    - Mac Xcode project issue solved, caused by spaces in names of extensions
    Issue noticed and steps for elimination directly suggested by Phi << thanks

    - it was long awaited and finally it's there:
    "Windows-like collisions on other platforms"
    Two years ago I put my work for one Android game project on hold, because there was no good workaround to solve
    a specific custom collision issue for an important mechanic in the game - now my ideas can work properly.

    - all of this is definitely coming handy as well:
    Support for Numeric Value calculation in expressions
    + new "Fixed Value of last created object" expression
    + "Don't include at build time" option for Objects
    + Preload is preserved for sound replacements in Data Elements editor

    - for Windows Runtime: the better font for customized menus is a nice-to-have

    - the Clickteam Fusion 2.5 Developer exclusive option for Android to
    directly generate an Android Studio project is a very useful shortcut
    + Java 11 is now officially supported
    + the new Android display cutouts functionality could be amazing
    Great stuff.

    This was my personal reaction on only a few of the available highlights.

    Hats off, Clickteam!

    + Feature Request

    Could you technically realise an individual on/off property for each object instance with an Effect to maximally influence
    one more Layer below - as an option to avoid the situation to visually affect a lot more layers although it's not necessary
    or if you want an effect isolated explicitely only for the next Layer below ?

  4. #4
    Clicker Install Creator Pro
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    defisym's Avatar
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    Very impressive update!

    Here follows a few questions & requests:

    1. About the crash line, will it be possible to track the call stack of immediate events? Although display the crahsed line is nice but in big & complex projects, usually functions are encapsulated in immediate events like fastloops, and called every where, so it's still a bit uneasy to know which time it's crashed and which line caused, like an invalid param passed to it.
    2. About the include frame feature, it very promising but also limited. As it's a build time feature and transparent to runtime, is it possible to include multiple frames?
    Image for one case: game with three main parts, dialogue scene, explore scene and battle scene, and three part shares the same dialogue system, but the pause menus are different, as those part has specific features. So, I cannot simply include the dialogue system, as menu above it is different, and have to copy dialogue layer everywhere...
    3. Is it possible to add general actions & expressions? E.g., you have to copy & paste the same fade in & fade out routine for different types of objects like active & picture, as the qualifier must be the same type. Although fusion has the same code to handle it in runtime...
    4. Ordering sometimes failed:
    https://community.clickteam.com/threads/109831-Ordering-not-work-some-cases
    5. Random crash caught:
    https://github.com/defisym/OpenFusionExamples/issues/33
    6. Filtering in extension not work if running the mfa inside steam version of fusion. IDK if this will also affect normal projects, but this case can be reproduced.
    https://community.clickteam.com/threads/109048-Beta-Func-Object-Call-Functions-via-Expression-or-Action?p=781030&viewfull=1#post781030

    - iterate objects & Iterate objects func: if you iterate a qualifier with fusion's build-in for-each, then you cannot select another object with this qualifier in on for-each event. note that this may not work properly when running in editor in steam version, works find in stand-along
    7. Sometimes `CNC_GetParameter` series macro will get an incorrect result, like shift to somewhere else, and causes the result different from getting from param1 or CValue maunally:

    Code:
    	const auto rhPtr = rdPtr->rHo.hoAdRunHeader;
    	const auto pResults = rhPtr->rh4.rh4Results;
    	const auto pPos = rhPtr->rh4.rh4PosPile;
    
    	const auto pCValue = pResults[pPos + 1];
    How to reproduce:
    https://community.clickteam.com/threads/109048-Beta-Func-Object-Call-Functions-via-Expression-or-Action?p=774873&viewfull=1#post774873

    I guess it's because windows runtime works differently from android, the latter will get each param in action / expression, while windows will calculate them all first, as it need to fill long param1 & long param2 before calling action, in this routine something isn't protected and erased out.

  5. #5
    Clicker Fusion 2.5 Developer
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    I'd like to report an issue affecting window scaling on nVIDIA cards.

    If you have "resize display to fill window size" enabled and use the Window Control Object to scale the game's window by 2x, 3x etc., the resulting picture won't be pixel perfect. It seems that the inner window (rhHEditWin) is being filled or resized incorrectly. When it happens, it also affects stuff like Ultimate Fullscreen etc. To work around this, I've been adjusting the game's inner window manually using code in an extension like this (param1 is integer scale value).

    Code:
    HWND subwindow = rhPtr->rhHEditWin;
    scaledX = MV->mvRunHdr->rhFrame->m_leEditWinWidth * param1 - (param1 - 1);
    scaledY = MV->mvRunHdr->rhFrame->m_leEditWinHeight * param1 - (param1 - 1);
    SetWindowPos(subwindow, HWND_TOP, finalPosX, finalPosY, scaledX, scaledY, SWP_NOOWNERZORDER | SWP_NOZORDER);
    This chops off pixels on the bottom and on the right but the picture becomes pixel perfect.

    The issue does not happen in DirectX 11 mode or on GPUs other than nVIDIA (as far as I can tell). Because of this, I had to add a toggle in my game and implement a test to tell whether the player needs the fix or not (if the fix is applied when it's not needed, it introduces the same issue it's meant to fix).

    Additional info, including an example MFA and a workaround, is available here: https://community.clickteam.com/threads/110430-DirectX-9-display-scaling-bug?p=780100#post780100

  6. #6
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    Linky's Avatar
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    Thanks for the update, can't wait to try it when it's out on steam!

  7. #7
    Clickteam Clickteam

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    Quote Originally Posted by Wodjanoi View Post

    + Feature Request

    Could you technically realise an individual on/off property for each object instance with an Effect to maximally influence
    one more Layer below - as an option to avoid the situation to visually affect a lot more layers although it's not necessary
    or if you want an effect isolated explicitely only for the next Layer below ?
    Do you mean a way to disable the effect in the editor only for each object?

  8. #8
    Clickteam Clickteam

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    Quote Originally Posted by PkR View Post
    I'd like to report an issue affecting window scaling on nVIDIA cards.

    If you have "resize display to fill window size" enabled and use the Window Control Object to scale the game's window by 2x, 3x etc., the resulting picture won't be pixel perfect. It seems that the inner window (rhHEditWin) is being filled or resized incorrectly. When it happens, it also affects stuff like Ultimate Fullscreen etc. To work around this, I've been adjusting the game's inner window manually using code in an extension like this (param1 is integer scale value).

    Code:
    HWND subwindow = rhPtr->rhHEditWin;
    scaledX = MV->mvRunHdr->rhFrame->m_leEditWinWidth * param1 - (param1 - 1);
    scaledY = MV->mvRunHdr->rhFrame->m_leEditWinHeight * param1 - (param1 - 1);
    SetWindowPos(subwindow, HWND_TOP, finalPosX, finalPosY, scaledX, scaledY, SWP_NOOWNERZORDER | SWP_NOZORDER);
    This chops off pixels on the bottom and on the right but the picture becomes pixel perfect.

    The issue does not happen in DirectX 11 mode or on GPUs other than nVIDIA (as far as I can tell). Because of this, I had to add a toggle in my game and implement a test to tell whether the player needs the fix or not (if the fix is applied when it's not needed, it introduces the same issue it's meant to fix).

    Additional info, including an example MFA and a workaround, is available here: https://community.clickteam.com/threads/110430-DirectX-9-display-scaling-bug?p=780100#post780100
    OK, thanks, I'll take a look when I've some time.

  9. #9
    Clickteam Clickteam

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    Quote Originally Posted by defisym View Post
    1. About the crash line, will it be possible to track the call stack of immediate events? Although display the crahsed line is nice but in big & complex projects, usually functions are encapsulated in immediate events like fastloops, and called every where, so it's still a bit uneasy to know which time it's crashed and which line caused, like an invalid param passed to it.
    Hmm, not in the current version, I'll add it to the wish list.

    2. About the include frame feature, it very promising but also limited. As it's a build time feature and transparent to runtime, is it possible to include multiple frames?

    Image for one case: game with three main parts, dialogue scene, explore scene and battle scene, and three part shares the same dialogue system, but the pause menus are different, as those part has specific features. So, I cannot simply include the dialogue system, as menu above it is different, and have to copy dialogue layer everywhere...
    Well, you could change the menu in the dialog scene if a global value has a different value. This seems a bit over the top, maybe we can do it in a future update though.

    3. Is it possible to add general actions & expressions? E.g., you have to copy & paste the same fade in & fade out routine for different types of objects like active & picture, as the qualifier must be the same type. Although fusion has the same code to handle it in runtime...
    Not sure if we can easily change it.

    I'll check later.

    I've quickly tested it, your NeoPic extension enters an infinite loop in DestroyRunObject when it calls rdPtr->pData->pPreloadHandler->PausePreload(); which gets stuck in a while loop because this->bPaused is false and doesn't change. Out of curiosity, why did you need me to take a look? Couldn't you see it with the debugger? Or do you think this is due to something the runtime does? (I don't think so)

    6. Filtering in extension not work if running the mfa inside steam version of fusion. IDK if this will also affect normal projects, but this case can be reproduced.
    https://community.clickteam.com/threads/109048-Beta-Func-Object-Call-Functions-via-Expression-or-Action?p=781030&viewfull=1#post781030
    The runtime of the Steam version is the same as the one of the stand-alone version, no difference.

    7. Sometimes `CNC_GetParameter` series macro will get an incorrect result, like shift to somewhere else, and causes the result different from getting from param1 or CValue maunally:

    Code:
    	const auto rhPtr = rdPtr->rHo.hoAdRunHeader;
    	const auto pResults = rhPtr->rh4.rh4Results;
    	const auto pPos = rhPtr->rh4.rh4PosPile;
    
    	const auto pCValue = pResults[pPos + 1];
    How to reproduce:
    https://community.clickteam.com/threads/109048-Beta-Func-Object-Call-Functions-via-Expression-or-Action?p=774873&viewfull=1#post774873

    I guess it's because windows runtime works differently from android, the latter will get each param in action / expression, while windows will calculate them all first, as it need to fill long param1 & long param2 before calling action, in this routine something isn't protected and erased out.
    Can't say anything, I don't see very well what you mean and what you do with this code. I'll need to debug your extension code when I can find some time.

  10. #10
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleFirefly 3D ModuleInstall Creator Pro
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    NaitorStudios's Avatar
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    Quote Originally Posted by PkR View Post
    I'd like to report an issue affecting window scaling on nVIDIA cards.

    If you have "resize display to fill window size" enabled and use the Window Control Object to scale the game's window by 2x, 3x etc., the resulting picture won't be pixel perfect. It seems that the inner window (rhHEditWin) is being filled or resized incorrectly. When it happens, it also affects stuff like Ultimate Fullscreen etc. To work around this, I've been adjusting the game's inner window manually using code in an extension like this (param1 is integer scale value).
    Ultimate Fullscreen have no code to handle multiple monitors which I assume is your case, so it picks the scaling/resolution of the main monitor even if the app is running on the other.
    I actually made a fork of Ultimate Fullscreen object just because of this, check if it happens with this version: https://github.com/NaitorStudios/Ult...nPlus/releases

    But, if you mean about integer scaling being wrong, yeah, I've seen it.
    I come up with a workaround.
    Attached files Attached files

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