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Thread: Reconstructed bug, mmf1.5 import to mmf2

  1. #1
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    Reconstructed bug, mmf1.5 import to mmf2

    This is an example made with mmf 1.5, it uses the active system box and a loop to check for a object within a custom zone, i used this technique in my latest game and its very hard to change it.
    Try this file in mmf1.5 and you can see it works every time.
    Now open the same file using mmf2 and it may still work sometimes but most of the time it does not.
    this is a huge issue for me, a quick workaround is greatly appreciated but what i really hope for is a explanation and\or a fix from the producers.

    (i am using mmf1.5 standard and mmf2 developer on windows XP)
    Attached files Attached files

  2. #2
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    Reconstructed bug, mmf1.5 import to mmf2

    This is an example made with mmf 1.5, it uses the active system box and a loop to check for a object within a custom zone, i used this technique in my latest game and its very hard to change it.
    Try this file in mmf1.5 and you can see it works every time.
    Now open the same file using mmf2 and it may still work sometimes but most of the time it does not.
    this is a huge issue for me, a quick workaround is greatly appreciated but what i really hope for is a explanation and\or a fix from the producers.

    (i am using mmf1.5 standard and mmf2 developer on windows XP)

  3. #3
    Clicker Multimedia Fusion 2

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    Re: Reconstructed bug, mmf1.5 import to mmf2

    I think it has something to do with the "Is Object Overlapping Another ..ETC" command....This one is pretty flaky in MMF2, And it was very solid in MMF1.5, I definitely hope it gets fixed.

  4. #4
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    I think it has something to do with the "Is Object Overlapping Another ..ETC" command....This one is pretty flaky in MMF2, And it was very solid in MMF1.5, I definitely hope it gets fixed.

  5. #5
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    I've found the reason of this problem, I don't know how exactly we can fix it, have to wait for Francois to be back online. Explanations:

    In MMF 1, the collisions with the extensions are always tested in box mode and are handled by a specific routine. This routine for some reason always tests the collisions with the new coordinates & size of the objects.

    In MMF 2, the collisions with the extensions can be in "fine" mode, they are now handled by the same collision detection routine as the other objects. This collision detection routine for another reason tests the collisions with the coordinates & size of the objects before they have been updated (they are updated at the end of the frame loop).

    I.e. in your example the "Set Dimension" action is taken into account by the collisions only from the next frame loop (i.e. the fast loop is executed before the Set Dimension to be taken into account).

    I'll ask Francois to see what he can do to fix this problem. I think the only solution would be to add an option to detect collisions with the new sprite position & dimensions instead of the one they have at the beginning of the frame loop. Anyway I think we would have to add this option to solve some collision lag problems in the movements...

    Yves.

  6. #6
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    I've found the reason of this problem, I don't know how exactly we can fix it, have to wait for Francois to be back online. Explanations:

    In MMF 1, the collisions with the extensions are always tested in box mode and are handled by a specific routine. This routine for some reason always tests the collisions with the new coordinates & size of the objects.

    In MMF 2, the collisions with the extensions can be in "fine" mode, they are now handled by the same collision detection routine as the other objects. This collision detection routine for another reason tests the collisions with the coordinates & size of the objects before they have been updated (they are updated at the end of the frame loop).

    I.e. in your example the "Set Dimension" action is taken into account by the collisions only from the next frame loop (i.e. the fast loop is executed before the Set Dimension to be taken into account).

    I'll ask Francois to see what he can do to fix this problem. I think the only solution would be to add an option to detect collisions with the new sprite position & dimensions instead of the one they have at the beginning of the frame loop. Anyway I think we would have to add this option to solve some collision lag problems in the movements...

    Yves.

  7. #7
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    Does it mean that "active picture object" (and others graphics objects) will/could dectect collisions in fine mode ?

  8. #8
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    Does it mean that "active picture object" (and others graphics objects) will/could dectect collisions in fine mode ?

  9. #9
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    Yes. Actually this feature is implemented only in the Animation object, as far as I remember.

    Yves.

  10. #10
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    Re: Reconstructed bug, mmf1.5 import to mmf2

    Yes. Actually this feature is implemented only in the Animation object, as far as I remember.

    Yves.

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