Yeah I'm sorry. The case where the behavior list was missing only happened once and I could not reproduce it.
Yeah I'm sorry. The case where the behavior list was missing only happened once and I could not reproduce it.







BUG: We can't have numbers in "global values" and "global strings" names...

Correct, it was already reported, it's fixed in the RC version of the build 243 that we'll release next week.
Yves.






The Hash object has a small "bug":
It can perform all Hashs at four ways:
Lower case, no spaces
Lower case, spaces
Upper case, no spaces
and
Upper case, spaces
All outputs of these types are correct, except the output from the SHA-2 512bit Hash and GHash.
Outputs of SHA-2 512bit Hash:
Lower case, no spaces --> correct
Lower case, spaces --> Upper case, no spaces
Upper case, no spaces --> Lower case, spaces
Upper case, spaces --> correct
The Output of the GHash always is Upper case, no spaces.
Btw, is it possible to get the four output formats from different expressions? Actually it's only changeable in the frame editors option window from the Hash object...and I have to perform a Hash vor every output format!
This would be great:
Get hash
> Lower case, no spaces
> Lower case, spaces
> Upper case, no spaces
> Upper case, spaces
For sure ... I can manipulate strings in MMF to my wishes, but the functions of the Hash object are given...

Please keep this thread for bugs specific to the build 243. Report bugs about extension objects and bugs not specific to this build in separate threads. Thanks!
Yves.





What's with this "dialog box list sort and get" bug?

Not yet fixed, not sure if I'll have time to fix it before the final release of the build 243...
Yves.
We have put a mmf2 243 version of Atulos Online to beta test.
Some of the testers have reported that the game runs extrememly slow. (Actually the scrolling is slow for some testers).
Upon further investigation, my conclusion is that the direct x runtime is not working for these testers, and their game has defaulted back to the standard runtime.
80% of testers report the game running at normal or faster speed than the mmf1 version of atulos
So we got the testers who were having the slow problems to download the latest direct x version. This did not make a difference.
I am interested to know if anyone else is having direct x problems with mmf2 243 or if anyone has any alternate theories concerning why the game would be running extremely slow for a small number of players. All testers reported that mmf1 running with direct x worked perfectly, but the same runtime settings in the mmf2 version have resulted in some testers having a slow game.

Could you tell them to create a shortcut to your EXE file, edit it's properties, add /DIB to the command line and then run this shortcut to compare the speed? The /DIB option forces the standard display mode, without Direct X (I don't think their game had defaulted back to the standard display mode, the DirectX mode is probably slower on their machine for some reason we have to find).
Do you use Background System Box or Picture objects in your application? If so, wait for the release candidate of the build 243, as a bug has been fixed (hmm... but it should slow down all your users, not only some of them).
If you can send me your application, please do it, I'll try to see what's the origin of the problem.
Yves.





When you flip an image in the animation editor, the alpha channel of it doesn't flip.