warofire Posted June 29, 2009 Report Share Posted June 29, 2009 im making a game that uses its own engine, but my fast loops not loading, it says it cannot load it for some odd reason, and im also using the full version not the demo any ideas on what the problem could be Link to comment Share on other sites More sharing options...
cyborg_ar Posted June 29, 2009 Report Share Posted June 29, 2009 huh? Link to comment Share on other sites More sharing options...
warofire Posted June 29, 2009 Author Report Share Posted June 29, 2009 is that "huh" as in i have no idea what ur talking about or "huh" as in how is that possible Link to comment Share on other sites More sharing options...
GSF Posted June 29, 2009 Report Share Posted June 29, 2009 I think he means the extension loading problem. I hate it, it's quite random. I remember Cstyler had this problem too, warofire. Check these topics: http://www.sonicfangameshq.com/forum/showthread.php?t=5153 http://www.sonicfangameshq.com/forum/showthread.php?t=4806 In short: Update MMF2 and try again. Or update the extension. You need a legit serial number to update though. If you bought MMF2, you shouldn't have any problems. Link to comment Share on other sites More sharing options...
Daniel Posted June 29, 2009 Report Share Posted June 29, 2009 I think he's talking about that problem, where TGF/MMF2 pops up and says it cant find kcfloop.mfx. EDIT: Dang... You guys beat me to it... Link to comment Share on other sites More sharing options...
Realm0D Posted June 29, 2009 Report Share Posted June 29, 2009 I think he's talking about that problem, where TGF/MMF2 pops up and says it cant find kcfloop.mfx.EDIT: Dang... You guys beat me to it... An alternative to that is making a fake extension and then porting the fastloop's to mmf2's built-in fastloops. Link to comment Share on other sites More sharing options...
warofire Posted June 29, 2009 Author Report Share Posted June 29, 2009 well it says it cannot load it, and its fully up to date so (the program and the extension), im puzzled still, does it matter what version im using, im using developer Link to comment Share on other sites More sharing options...
warofire Posted June 29, 2009 Author Report Share Posted June 29, 2009 An alternative to that is making a fake extension and then porting the fastloop's to mmf2's built-in fastloops. i tried that when i looked it in a different forum, it was an epic failure, my whole computer crashed, not trying that again Link to comment Share on other sites More sharing options...
GSF Posted June 29, 2009 Report Share Posted June 29, 2009 MMF2 S and Dev extensions are interchangeable from what I know... Well, since MMF2 comes with built-in fastloops, you could try getting the MMF 1.5 version, kcfastloop.cox, and place it in the mmf1 extension folder. Then, load the engine, and replace all the extension based fastloop events with built-in ones. (if you use the REAL 1.5 fastloop, you shouldn't have any crashes.) Which version is it, exactly? build 248, 249 beta? i tried that when i looked it in a different forum, it was an epic failure, my whole computer crashed, not trying that again Well, that's obvious, like when editing the sound rate events from Worlds in old builds. Using a fake extension could allow you to click and press Delete in order to get rid of the events, though. Right-clicking would cause the crashes. Link to comment Share on other sites More sharing options...
warofire Posted June 29, 2009 Author Report Share Posted June 29, 2009 248, and i probably did right click, the program can get confusing Link to comment Share on other sites More sharing options...
warofire Posted June 29, 2009 Author Report Share Posted June 29, 2009 here is the error Link to comment Share on other sites More sharing options...
GSF Posted June 29, 2009 Report Share Posted June 29, 2009 Latest stable build then, should work :\ Well, with fake extension or not, make MMF2 use the "kcfloop.cox" file. Go to the event list, then memorize the event you need to replace (or write it down), left-click over the event line, and press Delete. Then, reconstruct the event with the inbuilt fastloops (Special Object.) Repeat with the other events that used the Cellosoft fastloop. EDIT: Yeah, I know the error you mean. The file IS there, but it's being bitchy and doesn't load. Also, use the edit button if necessary. If nothing works, check the Clickteam forums. Link to comment Share on other sites More sharing options...
warofire Posted June 30, 2009 Author Report Share Posted June 30, 2009 well i only need it for the 360 movement thing, is there a possible way to use it without fastloop? Link to comment Share on other sites More sharing options...
GSF Posted June 30, 2009 Report Share Posted June 30, 2009 I doubt it, but the events shouldn't be too many, and the built-in MMF2 fastloop is superior. EDIT: And anyway, you'll still need to remove the old events in order to make it work. Or rebuild the whole engine. Link to comment Share on other sites More sharing options...
warofire Posted June 30, 2009 Author Report Share Posted June 30, 2009 if the built in fastloop is that reliable, is there any tutorial on 360 movement without the download, cuz nonthing seems to be working Link to comment Share on other sites More sharing options...
GSF Posted June 30, 2009 Report Share Posted June 30, 2009 The tutorials on the site are old, and use the extension :\ You could try out Worlds though, and adapt it to your engine. Check the Sonic Worlds subforum from the index. Link to comment Share on other sites More sharing options...
warofire Posted June 30, 2009 Author Report Share Posted June 30, 2009 i tried that before, but it did the same thing, besides, i rather perfer to try to make an engine my self rather than using a pre made ones, i just dont like anything "premade" Link to comment Share on other sites More sharing options...
Realm0D Posted June 30, 2009 Report Share Posted June 30, 2009 MMF2 S and Dev extensions are interchangeable from what I know... Well, since MMF2 comes with built-in fastloops, you could try getting the MMF 1.5 version, kcfastloop.cox, and place it in the mmf1 extension folder. Then, load the engine, and replace all the extension based fastloop events with built-in ones. (if you use the REAL 1.5 fastloop, you shouldn't have any crashes.)Which version is it, exactly? build 248, 249 beta? Well, that's obvious, like when editing the sound rate events from Worlds in old builds. Using a fake extension could allow you to click and press Delete in order to get rid of the events, though. Right-clicking would cause the crashes. That is exacly what i said. Link to comment Share on other sites More sharing options...
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