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Thread: Value-Add problems

  1. #11
    Clicker Multimedia Fusion 2 Developer

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    Re: Value-Add problems

    I'm currently on holiday in France, but it's a miserable evening so I'm on the net
    Yves has sent me the code he used to make ValueAdd HWA and Unicode compatible. It won't fix the crash you found Mecha, which seems to be triggered by destroying objects in triggered events (e.g. fastloops, fast function, etc), but it will make it work at all in HWA. I'll apply the changes to my own version, along with my crash fix, as soon as I can. I can't promise how soon that will be, because I have a few job interviews in various corners of the UK to go to. Probably in about a week.

    Crash explanation:
    Normally MMF doesn't actually delete destroyed objects until after extensions get updated at the end of the frame. When you use a fastloop, MMF seems to delete them early without running an extension update. ValueAdd uses the end of frame update to check for destroyed objects that haven't yet been deleted, to free their extra alt values to avoid a memory leak. Unfortunately the way it references objects means that it will crash if some objects have been deleted already, before this update. The fix is for me to store the fixed values of the objects instead of referencing them directly, because it is possible to check if a fixed value refers to a valid object without crashing.
    I'm also considering swapping the internal data over, so that it is stored by alt val name and then by object. The lookups on strings are more expensive, and also all the actions/conditions etc in ValueAdd are on one value name and multiple objects, so it should be considerably more efficient this way. It would slow the end of frame update, but I think the tradeoff is worth it.

  2. #12
    Clicker Multimedia Fusion 2 Developer

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    Re: Value-Add problems

    v1.05 final released:
    HWA and Unicode support
    Mecha's crash is fixed
    http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=156262&#Post156 262

  3. #13
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    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
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    Re: Value-Add problems

    Thanks Dynasoft for your hard work on this extension.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  4. #14
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: Value-Add problems

    Thanks

  5. #15
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Re: Value-Add problems

    Nice job.

    stephen1980
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    Nivram's Examples -Need extensions? Send me a PM.-


  6. #16
    Clicker Multimedia Fusion 2 Developer

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    Re: Value-Add problems

    My game crash as never before. Debugging tools revealed it was ValueAdd. Would rather not want to share my game but Dynasoft you can contact me in [color:#FF0000]p[/color][color:#33CC00]r[/color][color:#FFCC33]i[/color][color:#CC33CC]v[/color][color:#FF9966]a[/color][color:#6666CC]t[/color][color:#FFCCFF]e[/color][color:#FF0000]~[/color][color:#999900]~[/color]

  7. #17
    Clicker Multimedia Fusion 2 Developer

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    Re: Value-Add problems

    This is beginning to get annoying. How many crashes are there hiding in ValueAdd???

    I'll be in touch tonight.

  8. #18
    Clicker Multimedia Fusion 2
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    Re: Value-Add problems

    MechaBowser is a pro at discovering obscure crashes. Smile confidently when he finally quiets down

  9. #19
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    Re: Value-Add problems

    It would just be easier if MMF2 itself got updated with these changes lol

  10. #20
    Clicker Multimedia Fusion 2 Developer

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    Re: Value-Add problems

    Mecha's crash seems to be caused by a previously unknown case causing MMF to behave differently towards conditions with "object" parameters. The crash only happens if you use an action which triggers a condition (such as function loop), and then have a value-add condition in the same event. I don't think it affects the built-in fast loops.
    I have a workaround, which I have given him. It needs more work before I'll consider it ready for release.

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