The Daily Click ::. Forums ::. Klik Coding Help ::. Backdrop object limit?!?!
 

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tenne



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12th July, 2009 at 18:57:35 -

Hi,

I got a nice map editor and I've done with it a biig map. Now Multimedia Fusion 2 does my work to zero! If levels object limit is set to 10,000 map isn't loaded full but if limit is set to 20,000 -> map is loaded properly!

I thought that backdrop objects aren't objects that limits objects at game?

What is the limit? And why backdrops are count?! How I can fix this! Help!

 
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DMT



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12th July, 2009 at 19:17:41 -

I think we need more info, maybe a source file. Did you destroy the actives after you pasted them into the background? Or are you using Active Picture?

 
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tenne



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12th July, 2009 at 19:32:04 -

I'm using Active Picture object so there's no activies to destroy? Or am I wrong?

Oh, my map editor is based to Zephni editor "Adventure of Pause map editor".

Got idea for fix this?

Edited by tenne

 
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UrbanMonk

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12th July, 2009 at 20:07:37 -

Active Pictures Backdrops are subject to the object limit as they are stored in memory so that they can be reloaded when they get moved on and off screen.

 
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tenne



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12th July, 2009 at 20:08:44 -

Oh I forgot to say:

Multimedia Fusion says that theres just 18 objects at frame, but still it doesn't paste over 20,000 objects(meaning backdrop objects of the map)...


 
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Ricky

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12th July, 2009 at 20:36:54 -

added backdrops are limited by the object limit. The only solutions i found to this is to "delete created backdrop at X,Y" when they are scrolled away, and add the new backdrops as you go, rather than adding all the backdrops at the start. Why MMF2 doesn't do this on it's own, i have no idea.

Edited by Ricky

 
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12th July, 2009 at 21:35:31 -

Because the collisions for that backdrop will no longer be considered. Then you would have a whole slew of complainers for that too!

 
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Pixelthief

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12th July, 2009 at 23:49:25 -

Created backdrop objects are limited to your active object limit
However, they do not add to the # of active objects; MMF2 simply has a different "backdrop object limit" which is always set the same as your active object limit. So you could have 400 AO's and 400 Backdrops in a 600 limit project.

 
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13th July, 2009 at 01:41:55 -

i already complained about this awhile back. there is no way to fix it. you just have to deal with it. :/
its really depressing.

 
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13th July, 2009 at 06:20:13 -


Originally Posted by UrbanMonk
Because the collisions for that backdrop will no longer be considered. Then you would have a whole slew of complainers for that too!

funny thing is, mmf2 can still modify the collision map after it has passed the limit.

If MMF2 can have as many backdrop objects as you want, I see no reason why the same rule can't apply to those created at runtime.

 
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13th July, 2009 at 06:32:55 -

The backdrops that are added in the frame editor are rendered as one big image.

The backdrops pasted at runtime are rendered separately, one by one.

Backdrops pasted at runtime can be deleted later, backdrops added in the frame editor can not. (at least not individually)

 
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13th July, 2009 at 07:18:04 -

why dont they just add a simple feature that adds backdrops to the backdrop render image than? ones that CANT be deleted? i mean if its true that all frame editor backdrops become one big image then im very dissapointed in clickteam for not having that in the first place.

 
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Rox Flame

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22nd July, 2009 at 12:21:12 -

As far as I'm aware, using the "paste into backdrop" option doesn't add to the backdrop object limit, and cant later be deleted except by re-pasting on top, you can also set the effect on the collision mask. Or am I missing the bigger picture here?

 
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22nd July, 2009 at 13:16:26 -

paste into backdrop is deleted by scrolling.

 
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