MV - Community Lighting MV & MZ

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Started by ImaginaryVillain 1279 posts Page 7 of 64 View original ↗
  1. Is there plans to migrate this to MZ?
  2. Underserial said:
    Is there plans to migrate this to MZ?
    I'm going to try. :D
  3. This "ghetto" works with MZ. I haven't tested all the functions since it's almost 5am here. But early tests seem to work.
    edit: Worth noting, I merely removed the error it was causing. Work still needs to be done to fix the plugin system for MZ.
  4. i tested around like 2-3 hours. Seems to work good.
    But not sure if i missed something. I had to change all the "light" commands to "<cl: light>" then it was working.
    But would be nice if some "professional" can check the code.
  5. I have a problem with MZ. I cannot enter any plugin commands. The CL script does not appear in the plugin list.
  6. Daalaff said:
    I have a problem with MZ. I cannot enter any plugin commands. The CL script does not appear in the plugin list.
    the trick is copy the command from MV then its working and only copy and paste.
  7. Sorry, doesn't work for me. In MV right click on the plugin entry, copy and then paste it into MZ, nothing works:confused:
  8. can you copy the hole event?
    If not ive done it via project copy from MV to MZ.
    I copied the hole map then it was there.
  9. that's the solution, thank you very much. :wink:
  10. I like the simplicity of this plugin. Compared to Ocram’s, I like the flexibility of the day hour duration and being able to easily set that. The thing I’m noticing is how different this handles the darkness layer compared to Ocram’s. His allows RGBA, and this only allows RGB. Additionally, when I tried to use this with his Time plugin, the darkness layering kept messing up and lights wouldn’t show.
    This does show promise though and again, the sell here is ease of use. Shadows would be a nice add like Khas. The region block is also very nice, a feature that Ocram doesn’t include.
    Keep up the great work on this. There are still some of us not moving to the shiny MZ
  11. Though I did a "ghetto" update to make it kind of work with MZ, fear not. I'm not moving to MZ (it can't currently run my game anyway). So any further MZ updates will be up to the others who actually bought MZ (if they did). I'm only concerned with MV. :LZSwink:
  12. ImaginaryVillain said:
    Though I did a "ghetto" update to make it kind of work with MZ, fear not. I'm not moving to MZ (it can't currently run my game anyway). So any further MZ updates will be up to the others who actually bought MZ (if they did). I'm only concerned with MV. :LZSwink:
    Bless you @ImaginaryVillain :rock-right:
  13. Guys, damn... i found it only now. You did what I hoped for years! Community that works together for clean and revamp this amazing script! You guys rock all!! T_T I must test it as soon as possible and convert all events for work with this!!!

    GUYS I LOVE YOU ALL T_T


    Aesica said:
    I'm going to try. :D

    Aesica, do you remember the problem that you resolved in this page, for me?

    Terrax Lighting system
    about the freeze of light radius? In this version of the revamped script, is it correct that bug?

    I'm just asking to remind you that there was a problem there.


    Thank you so much guys, for your help and time!

    It's beautiful see people that work together for community T_T
  14. I keep meaning to take a look at this properly in MZ, but I've got a lot of other things on my plate right now--porting and overhauling my plugin library for MZ, plus a project I'm involved in outside RM. Gonna try to have a proper look at it today though.

    DarkSearinox92 said:
    Aesica, do you remember the problem that you resolved in this page, for me?

    Terrax Lighting system
    about the freeze of light radius? In this version of the revamped script, is it correct that bug?

    I'm just asking to remind you that there was a problem there.


    Thank you so much guys, for your help and time!

    It's beautiful see people that work together for community T_T
    If I recall, that's been fixed. Let us know here if it isn't.
  15. Like @ImaginaryVillain I will certainly stick to MV for a while despite already having MZ,
    but I will make sure to consider the later for new additions as well.
  16. As best I can tell, it just needs to have the plugin commands updated to the new system. Which I briefly looked at, but really haven't taken the time to understand due to working on my actual game. :LZSwink:

    Still the "ultra mini" version of the plugin I actually use doesn't have any of the plugin commands anymore, and the functions appeared to work perfectly with MZ when I tested the trial.
  17. Oh, then I'll definitely need to take a look at it soon. The plugin commands are among its most powerful assets, and since MZ went with this tedious-yet-understandable change to plugin commands...yeah it could take a bit.
  18. Aesica said:
    and since MZ went with this tedious-yet-understandable change to plugin commands...yeah it could take a bit.

    Yeah it's kind of a bummer they didn't leave the option to manually execute plugin commands like in MV.
    I mean the new system is certainly very useful for beginners and for an overview of all available commands.
    It reduces the chance of user-error involving plugin commands but for more advanced users it can become very tedious to configure the commands in a sperate window every time.
  19. ScorchedGround said:
    Yeah it's kind of a bummer they didn't leave the option to manually execute plugin commands like in MV.
    I mean the new system is certainly very useful for beginners and for an overview of all available commands.
    It reduces the chance of user-error involving plugin commands but for more advanced users it can become very tedious to configure the commands in a sperate window every time.
    While I'm not fond of the handheld (and frankly, tedious) menu clicking involved to invoke plugin commands which before were just "SomeCommand 1 2 3 whatever", its cleaner overall so I get why it was done this way. The MV approach had everybody aliasing the same function which resulted in a hot mess of cascading function calls every time a plugin command was issued. The MZ approach also means that, say, "GenericCommand" for my plugin can't accidentally overwrite (or be overwritten by) somebody else's "GenericCommand." Since the user (game developer) has to select which plugin the command is being issued to, there's no confusion or chance for conflicts.

    Edit: Just thought I'd mention that I'm in the process of converting all the plugin commands over to the MZ format. The end result should make everything a lot clearer on what the plugin can do without requiring users read that quasi-manual, so yaay for that. :)
  20. Aesica said:
    If I recall, that's been fixed. Let us know here if it isn't.

    I will test it!
    I've another question. Now, the script, works better and it's more anti-lag friendly?
    Lights beyond the screen will always working, or they are more intelligent and they popup only if they are near the edges of the screen?
    Because with Terrax all lights are always ruinning, they said.

    And i think that is crazy that lights run even if they are out of the screen...