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Eternal Man [EE]

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9th August, 2008 at 03:32:08 -

I'm having a problem with the DMC2 object. It sometime freezes my app when I try to end the application, even though I have a "End of app-terminate Bassdll"event on every frame. Anyone have an idea?

 
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AndyUK

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9th August, 2008 at 03:55:42 -

Hmm i don't think having the wrong events would make it crash anyway. In that case it would stop your game closing properly.
Although you could just try adding more ways to make sure it closes.

 
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9th August, 2008 at 04:11:25 -

dmc2 + tgf = teh suck

tgf? mmf1.5? mmf2?

 
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Eternal Man [EE]

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9th August, 2008 at 04:41:57 -

MMF1.2, the lovechild of TGF1 and MMF1.5 =

 
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9th August, 2008 at 11:27:57 -

mmf 1.2 is the love child of tgf1 and mmf1.5? how does that work? mmf 1.2 is before 1.5.

 
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Eternal Man [EE]

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9th August, 2008 at 14:16:14 -

It's due to high concentrations of MMF-ish frenchness in the atmosphere around western Europe. The creation of the supermassive user interface in MMF1.2 has led to a number of distortions in the spacetime continuum.
Observe:

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In european physics, spacetime is any mathematical model that combines space and MMF1.2 into a single construct called the spacetime continuum. Spacetime is usually interpreted with space being three-dimensional and MMF1.2 playing the role of the fourth dimension. According to Euclidean space perception, the universe has three dimensions of space, and one dimension of MMF1.2. By combining space and MMF1.2 into a single manifold, european physicists have significantly simplified a large number of physical theories, as well as described in a more uniform way the workings of the MMF1.2 event editor at both the supergalactic and subatomic levels.

In classical mechanics, the use of Euclidean space instead of spacetime is appropriate, as MMF1.2 is treated as universal and constant, being independent of the state of motion of an observer. In relativistic contexts, however, MMF1.2 cannot be separated from the three dimensions of space because the rate at which events loop depends on an object's velocity relative to the speed of light (and also the strength of intense gravitational fields which can slow the passage of MMF1.2).

With that said, I mean't if TGF1 and MMF1.5 were to have a lovechild, it would be equal in bugginess to MMF1.2.

 
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Del Duio

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10th August, 2008 at 21:03:59 -

I was actually going to post something else about the DMC2 object, mainly that it doesn't show up on my list of objects to add in MMF1.5. I've put dmc2.cox in the extensions folder, and the runtime folder, and basically any other folder I could think of to try and get it to work but no dice. I have the bass.dll file too. Where does the dmc2.cox extension have to actually go in order to get it to show up on that list?

P.S: All I can do now is add the extension "from file" and then it gives me the option to make it a backdrop (????)

 
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Eternal Man [EE]

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10th August, 2008 at 23:00:07 -

I had that same problem! Took me like 2 years before I got it working. Sadly, I've forgotten what it was...
But I'll try my best to figure out what I did!

Edit: Have you put the bass.dll in your system32 folder?

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Del Duio

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11th August, 2008 at 16:34:13 -

No, I thought as long as it was in the folder with your application that's all that was needed. So maybe without bass.dll in your system32 folder the object won't show?

That's weird, but I haven't tried that yet. I will when I get home, thank you!

 
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Eternal Man [EE]

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11th August, 2008 at 17:31:48 -

Yeah I'm pretty sure it was that. In panic, I put the bass.dll in the extension folder, the runtime folder, the app folder AND the system32 folder, but it works now! I believe the person building the game with the dmc2 object needs to have the bass.dll in the system32 folder, but once the exe is compiled you only need to have the bass.dll in the same folder as the exe. Well, good luck! And good luck to you when you finally make it work and it starts freezing the game when you try to exit!

 
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Del Duio

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12th August, 2008 at 16:56:28 -

Well, that's what it was thanks EE!

I can add the DMC2 object, but haven't messed with it yet to get the error. Maybe when the player goes to quit you have to unload / dump something from the object first? If I run into the same problem and figure it out I'll let you know.

 
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22nd August, 2008 at 08:38:16 -

Make a new condition called End Of Application, and under DMC2 Object select Terminate BASS.

*edit: o wait nevermind just read you did that and it didn't work*

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Del Duio

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22nd August, 2008 at 19:19:11 -

Bleh, I finally got around to trying this object and I can't get it to work without crashing MMF.

For MIDIs, I'd do something like this:

Start of Frame
+CURRENTMUSIC <> 1 then loop song "WORLD1.midi" 0 times and set CURRENTMUSIC to 1

So that if the music from another area is playing when you went into this room, the correct world's music would start playing. If you went between frames from the same world the music would also not restart every time. How would I do something like this with the DMC2 object? And which or the 3 options is it to play mp3s anyhow? Streaming? Sample? Maybe it'd be better if I could be directed to an informative DMC2 article instead

 
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"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

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Eternal Man [EE]

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22nd August, 2008 at 19:37:23 -

Well, I found that there wasn't too many good articles on the subject. I used the ancient technique of trial and error to find out how it works. But I know there are a few articles here at TDC, check them out!

About your issues;

MP3s are called "Streaming".

For your world music problem, have a counter or something log which world you are in, and then do something like
"if counter <> [correct world] --> stop stream, close stream, load correct stream, play stream looping"
Something like that I guess.

Note: When asked to loop, 0 = don't loop and 1 = loop.

 
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