HWA can be accessed by choosing Direct3D 8 or Direct3D 9 display mode in the application properties.
HWA can be accessed by choosing Direct3D 8 or Direct3D 9 display mode in the application properties.
Just noticed this for the Flash runtime. The "Mouse is within window" condition which was added in b252 beta4 won't work as expected, if I hold down the mouse key and move the mouse out of the window the condition returns true.

That is a limitation of flash that cannot be avoided :\
Working as fast as I can on Fusion 3


Heya, I've been having trouble reinstalling MMF2 and updating it since I had to nuke my old laptop. I can install it fine from the CD with one of my two keys, but I can't update it whether from autoupdater or this download- both say that I simply don't have it installed or that its an unknown version. The cd came with V239, but I seem to be stuck with that until I can update it somehow. I looked through the registries, and I couldn't find a clickteam folder under local_machine at all, which seemed odd.


Humm actually disregard that. Oddly, I eventually got it working when I reinstalled using the 2nd of my two cdkeys that you guys had sent- I remember there being some mixup with the boxes. But for some reason, the original key would let me install MMF2 just fine but wouldn't update, whereas this one updated. Ah well, works now








is possible to install 251 and 253 at the same time?

I have a question about exactly this. Previously I was developing my project with the HWA beta and I'm pretty sure I was using DirectX as nothing else really worked. Now, using DirectX I have none of the acceleration and I've noticed a very big drop in framerate in most of my levels.
I'd have no problem switching to Direct3D, except that subapplications don't work with it from the get-go. Apparently, I can create a new sub application once my project is in Direct3D mode and then can check "display as sprite," but I have a good 22 frames each with very complicated rules for the subapplication object, and I can't just go to each frame and check "display as sprite" on my subapp objects because it's greyed out on these.
Basically, I want to keep using hardware acceleration, but now must switch to Direct3D for this, but this means I have to replace all my subapplication objects and rules in all of my frames. Is there an easier way? Or can I somehow roll back to the HWA beta which was working fine for me?

The DirectX mode of MMF2 is outdated and is only partially accelerated. It's accelerated only for transfers between screens, and is usually much slower if you use semi-transparent objects, objects with alpha channel, or fade transitions. This mode didn't change for years, we keep it for compatibility only, and it's exactly the same in all the versions of MMF2.
One thing was different in the HWA version though, and that could explain your issue. In this version, the collision routines and the collision detection events are better optimized than in the standard version. We didn't report these changes to the normal runtime because they are heavy and they may cause compatibility issues with existing applications. In the new version of MMF2, standard/DirectX apps use the normal, non-HWA runtime that doesn't contain these optimisations, unlike the HWA version that was using the optimized runtime even for non-HWA apps (hopefully I'm clear :p).
If you want real acceleration, you have to use one of the Direct3D modes.
Possible solutions :
1. You can force the HWA runtime to work in DirectX mode with the /DDRAW command line option. To run your application in DirectX mode from MMF2, just put /DDRAW in the Command Line box in the properties of the application. When you redistribute your application, add /DDRAW to the command line in the properties of the shortcut to your EXE.
2. I guess your application runs in full screen mode otherwise you wouldn't need to select the Display As Sprite option for the sub-apps? This option is grayed out if the "Popup window" option is selected, because you can't display child windows in full screen Direct3D apps. Possible solution : you make a launcher for your app, that switches to standard full screen mode, runs your Direct3D app in windowed mode (maximized), and waits for it to ends. Example Direct3D in windowed mode is slightly slower than the full screen mode, but you can display child windows like sub-apps.
